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Main Page
0
1985
3714
2009-05-22T11:42:17Z
CreateWiki script
929702
moved [[Main Page]] to [[ZX Spectrum Snippets (ZXSS) Wiki]]: SEO
3714
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#REDIRECT [[ZX Spectrum Snippets (ZXSS) Wiki]]
9ovwpwk8n9ohm2n0pjq2dsna469hjth
Border
0
1998
3757
2009-06-18T17:49:40Z
88.109.26.46
Created page with '== Change Border colour (using ROM routine) == Sets the border colour, replace N with the number of the desired colour. <pre> ld a,N call 8859 </pre> == Change Bord...'
3757
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== Change Border colour (using ROM routine) ==
Sets the border colour, replace N with the number of the desired colour.
<pre>
ld a,N
call 8859
</pre>
== Change Border Colour (using I/O Ports) ==
Sets the border colour, replace N with the number of the desired colour. Border colour will not be preserved after tape access or use of the BEEP command.
<pre>
ld a,N
out (254),a
</pre>
2u6qosksajno5kmbjh93s4jyh2iz3jn
3785
3757
2020-11-24T20:20:42Z
91.125.242.150
/* Change Border colour (using ROM routine) */
3785
wikitext
text/x-wiki
== Change Border colour (using ROM routine) ==
Sets the border colour, replace N with the number of the desired colour.
<pre>
ld a,N
call 8859 ;bios call
</pre>
== Change Border Colour (using I/O Ports) ==
Sets the border colour, replace N with the number of the desired colour. Border colour will not be preserved after tape access or use of the BEEP command.
<pre>
ld a,N
out (254),a
</pre>
nh0rm0q7wo7dn5pi9uwvvdjcm18r3ib
3786
3785
2020-11-24T20:23:01Z
91.125.242.150
/* Change Border colour (using ROM routine) */
3786
wikitext
text/x-wiki
== Change Border colour (using ROM routine) ==
Sets the border colour, replace N with the number of the desired colour.
<pre>
ld a,N ;0=blk,1=blu,2=red,3=mag,4=grn,5=cyn,6=yel,7=wht
call 8859 ;bios call
</pre>
== Change Border Colour (using I/O Ports) ==
Sets the border colour, replace N with the number of the desired colour. Border colour will not be preserved after tape access or use of the BEEP command.
<pre>
ld a,N
out (254),a
</pre>
64r9diy73t5sohtixss3xzufvx6gebj
CALL
0
1993
3730
2009-05-22T19:47:40Z
89.176.112.15
Created page with ' Call subroutine<br/> Calls subroutine. Can be unconditional or conditional.'
3730
wikitext
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Call subroutine<br/>
Calls subroutine. Can be unconditional or conditional.
6heq9i4imf211ordcdflhfnhxkl83t5
3731
3730
2009-05-22T20:25:21Z
89.176.112.15
3731
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text/x-wiki
'''Call subroutine'''<br/>
Calls subroutine. Can be unconditional or conditional.
==CALL==
<pre>
mnemonic opcode T-states flags
CALL address 00d 00h 17 no effect
</pre>
==Conditional CALLs==
<pre>
mnemonic opcode T-states flags
CALL Z,address 00d 00h 17/10 no effect call if Z flag is set
CALL NZ,address 00d 00h 17/10 no effect call if Z flag is not set
CALL C,address 00d 00h 17/10 no effect call if C flag is set
CALL NC,address 00d 00h 17/10 no effect call if C flag is not set
CALL M,address 00d 00h 17/10 no effect call if S flag is set
CALL P,address 00d 00h 17/10 no effect call if S flag is not set
CALL PE,address 00d 00h 17/10 no effect call if P/V flag is set
CALL PO,address 00d 00h 17/10 no effect call if P/V flag is not set
</pre>
fq78effk6ynvg83wwebkbd5ax5tcyyf
3732
3731
2009-05-22T20:31:45Z
89.176.112.15
3732
wikitext
text/x-wiki
'''Call subroutine'''<br />
Calls subroutine. Can be unconditional or conditional.
==CALL==
<pre>
mnemonic opcode T-states flags
CALL address 00d 00h 17 no effect
</pre>
==Conditional CALLs==
<pre>
mnemonic opcode T-states flags
CALL Z,address 00d 00h 17/10 no effect call if Z flag is set
CALL NZ,address 00d 00h 17/10 no effect call if Z flag is not set
CALL C,address 00d 00h 17/10 no effect call if C flag is set
CALL NC,address 00d 00h 17/10 no effect call if C flag is not set
CALL M,address 00d 00h 17/10 no effect call if S flag is set
CALL P,address 00d 00h 17/10 no effect call if S flag is not set
CALL PE,address 00d 00h 17/10 no effect call if P/V flag is set
CALL PO,address 00d 00h 17/10 no effect call if P/V flag is not set
</pre>
See other instructions on [[Z80 instruction set]] page.
02gts6q9nd7ioo1xg6onhmkkoahv1i0
3767
3732
2009-06-21T10:46:38Z
79.79.218.0
3767
wikitext
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'''Call subroutine'''<br />
Calls subroutine. Can be unconditional or conditional. The address of the CALL instruction is stored on the stack, this allows the RET instruction to return program flow to the instructon immediately following the CALL instruction.
==CALL==
<pre>
mnemonic opcode T-states flags
CALL address 00d 00h 17 no effect
</pre>
==Conditional CALLs==
<pre>
mnemonic opcode T-states flags
CALL Z,address 00d 00h 17/10 no effect call if Z flag is set
CALL NZ,address 00d 00h 17/10 no effect call if Z flag is not set
CALL C,address 00d 00h 17/10 no effect call if C flag is set
CALL NC,address 00d 00h 17/10 no effect call if C flag is not set
CALL M,address 00d 00h 17/10 no effect call if S flag is set
CALL P,address 00d 00h 17/10 no effect call if S flag is not set
CALL PE,address 00d 00h 17/10 no effect call if P/V flag is set
CALL PO,address 00d 00h 17/10 no effect call if P/V flag is not set
</pre>
See other instructions on [[Z80 instruction set]] page.
f3fqhmd9qcmo03jsbuq41bd474na8q1
Clearing screen
0
1989
3721
2009-05-22T13:21:29Z
193.179.236.3
Created page with '=Clearing screen= On ZX48 screen lays on adress 16384 takes exactly 6912 bytes. First 6144 bytes are reserved for pixel information, next 768 are reserved for attributes. So by ...'
3721
wikitext
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=Clearing screen=
On ZX48 screen lays on adress 16384 takes exactly 6912 bytes. First 6144 bytes are reserved for pixel information, next 768 are reserved for attributes. So by clearing screen we understand filling whole pixel area by zero (and possibly setting attributes).
<pre>
test
test
</pre>
888vyo1xuyxnz992g0yvqa1ibujk7wy
3723
3721
2009-05-22T17:02:21Z
Fikee
1381921
3723
wikitext
text/x-wiki
=Clearing screen=
On ZX48 screen lays on adress 16384 takes exactly 6912 bytes. First 6144 bytes are reserved for pixel information, next 768 are reserved for attributes. So by clearing screen we understand filling whole pixel area by zero (and possibly setting attributes).
Simple and slow clearing of pixel area
<pre>
ld hl, 16384 ;pixels
ld de, 16385 ;pixels + 1
ld bc, 6143 ;pixels area length - 1
ld (hl), 0 ;set first byte to '0'
ldir ;copy bytes
</pre>
Simple and slow clearing of screen
<pre>
ld a, 56 ;attributte
ld hl, 16384 ;pixels
ld de, 16385 ;pixels + 1
ld bc, 6144 ;pixel area
ld (hl), l ;set first byte to '0' as HL = 16384 = $4000 therefore L = 0
ldir ;copy bytes
ld bc, 767 ;attribute area length - 1
ld (hl), a ;set first byte to attribute value
ldir ;copy bytes
</pre>
Faster clearing of pixel area
<pre>
xor a
ld hl, 16384
ld c, 6
loop2
ld b, a
loop1
ld (hl), a
inc l
ld (hl), a
inc l
ld (hl), a
inc l
ld (hl), a
inc hl
djnz loop1
dec c
jr nz, loop2
</pre>
8859z1qpddljydkxr3bfy9zjms1te27
3733
3723
2009-05-22T21:26:34Z
89.176.112.15
3733
wikitext
text/x-wiki
On ZX 48 screen lays on address 16384 and takes exactly 6912 bytes. First 6144 bytes are reserved for pixel information, next 768 are reserved for attributes. So by clearing screen we understand filling whole pixel area by zero (and possibly setting attributes).
==Simple and slow clearing of pixel area==
<pre>
ld hl, 16384 ;pixels
ld de, 16385 ;pixels + 1
ld bc, 6143 ;pixels area length - 1
ld (hl), 0 ;set first byte to '0'
ldir ;copy bytes
</pre>
How it works ? We use [[LDIR]] to do most of work. LDIR instruction is designed to copy block of data and it does the whole thing by copying bytes one by one. After copying one byte it increases HL and DE by one and decreases BC by one. If BC is not equal to 0 the whole procces repeats.
So we set source to the first byte pixel area and destination to the second byte of pixel area. LDIR takes value of first byte of source and copies it to the first byte of destination. Then continue to second byte of source. As second byte of source shares same address as first byte destination this byte was just setted.
The only thing we have to do is set the very first byte of source to zero which we do by instruction ''ld (hl), 0''.
See diagram:
<pre>
Step HL DE BC memory memory memory
16384 16385 16386
before
LDIR 16384 16385 6143 00 ?? ??
after
1.step 16385 16386 6142 00 00 ??
</pre>
The another interesting thing is that we copy only 6143 bytes but pixel area has length of 6144 bytes. Let us see on the last step. Register BC keeps value 1. HL and DE were increased for every step we previously did. So just before last step HL points to adress 16384+6142 which is last but one byte of pixels and DE points to address 16385+6142 which is last byte of pixels. So the very last copy operation changes value in the last byte. If we copy 6144 bytes the last copy operation would rewrite first byte of attributes by value in the last byte of pixels.
==Simple and slow clearing of screen==
<pre>
ld a, 56 ;attributte
ld hl, 16384 ;pixels
ld de, 16385 ;pixels + 1
ld bc, 6144 ;pixel area
ld (hl), l ;set first byte to '0' as HL = 16384 = $4000 therefore L = 0
ldir ;copy bytes
ld bc, 767 ;attribute area length - 1
ld (hl), a ;set first byte to attribute value
ldir ;copy bytes
</pre>
This routine is very similar to previous but there are some little differencies:<br/>
We use ''ld (hl), l'' to set value of first byte in pixel area. Is that ok ? So what is actually in register L ? Previously we set HL to 16384 which is $4000 in hexadecimal form. From hexadecimal form we can see that lower byte of value 16384 is actually 0. So by using ''ld (hl), l'' we just set (hl) to zero. Ok, it is same but still... why to do such thing ? There are two reasons: ''ld (hl),l'' occupies just one byte in memory but ''ld (hl),0'' occupies two bytes. And the second thing is that ''ld (hl),l'' is faster (4 T) than ''ld (hl),0'' (7 T). In this case it does not matter because the next instruction is LDIR which takes 21 T and will be repeated by several thousand times.<br/>
The next difference is that we copy 6144 bytes. Why this ? It is because we want reuse registers HL and DE for the next LDIR which sets attribute area. After the very last operation of first LDIR the HL points to the first byte of attribute area, DE points to the second byte of attribute area. Looks familiar to you ? Should be. The first byte of attribute area was overwritten but is not important beacuse we have to overwrite it anyway.
==Faster clearing of pixel area==
<pre>
xor a
ld hl, 16384
ld c, 6
loop2
ld b, a
loop1
ld (hl), a
inc l
ld (hl), a
inc l
ld (hl), a
inc l
ld (hl), a
inc hl
djnz loop1
dec c
jr nz, loop2
</pre>
q8pu666al01eumgn7gj7bop8dmon3of
3734
3733
2009-05-22T21:44:23Z
89.176.112.15
3734
wikitext
text/x-wiki
On ZX 48 screen lays on address 16384 and takes exactly 6912 bytes. First 6144 bytes are reserved for pixel information, next 768 are reserved for attributes. So by clearing screen we understand filling whole pixel area by zero (and possibly setting attributes).
==Simple and slow clearing of pixel area==
<pre>
ld hl, 16384 ;pixels
ld de, 16385 ;pixels + 1
ld bc, 6143 ;pixels area length - 1
ld (hl), 0 ;set first byte to '0'
ldir ;copy bytes
</pre>
How it works ? We use [[LDIR]] to do most of work. LDIR instruction is designed to copy block of data and it does the whole thing by copying bytes one by one. After copying one byte it increases HL and DE by one and decreases BC by one. If BC is not equal to 0 the whole procces repeats.
So we set source to the first byte pixel area and destination to the second byte of pixel area. LDIR takes value of first byte of source and copies it to the first byte of destination. Then continue to second byte of source. As second byte of source shares same address as first byte destination this byte was just setted.
The only thing we have to do is set the very first byte of source to zero which we do by instruction ''ld (hl), 0''.
See diagram:
<pre>
Step HL DE BC memory memory memory
16384 16385 16386
before
LDIR 16384 16385 6143 00 ?? ??
after
1.step 16385 16386 6142 00 00 ??
</pre>
The another interesting thing is that we copy only 6143 bytes but pixel area has length of 6144 bytes. Let us see on the last step. Register BC keeps value 1. HL and DE were increased for every step we previously did. So just before last step HL points to adress 16384+6142 which is last but one byte of pixels and DE points to address 16385+6142 which is last byte of pixels. So the very last copy operation changes value in the last byte. If we copy 6144 bytes the last copy operation would rewrite first byte of attributes by value in the last byte of pixels.
==Simple and slow clearing of screen==
<pre>
ld a, 56 ;attributte
ld hl, 16384 ;pixels
ld de, 16385 ;pixels + 1
ld bc, 6144 ;pixel area
ld (hl), l ;set first byte to '0' as HL = 16384 = $4000 therefore L = 0
ldir ;copy bytes
ld bc, 767 ;attribute area length - 1
ld (hl), a ;set first byte to attribute value
ldir ;copy bytes
</pre>
This routine is very similar to previous but there are some little differencies:<br />
We use ''ld (hl), l'' to set value of first byte in pixel area. Is that ok ? So what is actually in register L ? Previously we set HL to 16384 which is $4000 in hexadecimal form. From hexadecimal form we can see that lower byte of value 16384 is actually 0. So by using ''ld (hl), l'' we just set (hl) to zero. Ok, it is same but still... why to do such thing ? There are two reasons: ''ld (hl),l'' occupies just one byte in memory but ''ld (hl),0'' occupies two bytes. And the second thing is that ''ld (hl),l'' is faster (4 T) than ''ld (hl),0'' (7 T). In this case it does not matter because the next instruction is LDIR which takes 21 T and will be repeated by several thousand times.<br />
The next difference is that we copy 6144 bytes. Why this ? It is because we want reuse registers HL and DE for the next LDIR which sets attribute area. After the very last operation of first LDIR the HL points to the first byte of attribute area, DE points to the second byte of attribute area. Looks familiar to you ? Should be. The first byte of attribute area was overwritten but is not important beacuse we have to overwrite it anyway.
==Faster clearing of pixel area==
<pre>
xor a
ld hl, 16384 ;first byte of pixel area
ld c, 6 ;6 * (256 * 4) = 6144
loop2
ld b, a ;set B to zero it will cause 256 repeations of loop
loop1
ld (hl), a ;set byte to zero
inc l ;move to the next byte
ld (hl), a
inc l
ld (hl), a
inc l
ld (hl), a
inc hl ;this time we are not sure that inc l will not cause overflow
djnz loop1 ;repeat for next 4 bytes
dec c
jr nz, loop2 ;outer loop. repeat for next 1024 bytes.
</pre>
==Very fast clearing of pixel area==
<pre>
di ;disable interrupt
ld (stack + 1), sp ;store current stack pointer
ld hl, 0 ;this value will be stored on stack
ld sp, 16384 + 6144
ld c, 3
loop2
ld b, l ;set B to 0. it causes that DJNZ will repeat 256 times
loop1
push hl ;store hl on stack
push hl ;next
push hl ;these four push instruction stores 8 bytes on stack
push hl
djnz loop1 ;repeat for next 8 bytes
dec c
jr nz, loop2
stack
ld sp, 0 ;parameter will overwritten
ei
</pre>
b075f6dfisscddb799g1j27m0e4bxdx
3735
3734
2009-05-22T22:14:48Z
89.176.112.15
3735
wikitext
text/x-wiki
On ZX 48 screen lays on address 16384 and takes exactly 6912 bytes. First 6144 bytes are reserved for pixel information, next 768 are reserved for attributes. So by clearing screen we understand filling whole pixel area by zero (and possibly setting attributes).
==Simple and slow clearing of pixel area==
<pre>
ld hl, 16384 ;pixels
ld de, 16385 ;pixels + 1
ld bc, 6143 ;pixels area length - 1
ld (hl), 0 ;set first byte to '0'
ldir ;copy bytes
</pre>
How it works ? We use [[LDIR]] to do most of work. LDIR instruction is designed to copy block of data and it does the whole thing by copying bytes one by one. After copying one byte it increases HL and DE by one and decreases BC by one. If BC is not equal to 0 the whole procces repeats.
So we set source to the first byte pixel area and destination to the second byte of pixel area. LDIR takes value of first byte of source and copies it to the first byte of destination. Then continue to second byte of source. As second byte of source shares same address as first byte destination this byte was just setted.
The only thing we have to do is set the very first byte of source to zero which we do by instruction ''ld (hl), 0''.
See diagram:
<pre>
Step HL DE BC memory memory memory
16384 16385 16386
before
LDIR 16384 16385 6143 00 ?? ??
after
1.step 16385 16386 6142 00 00 ??
</pre>
The another interesting thing is that we copy only 6143 bytes but pixel area has length of 6144 bytes. Let us see on the last step. Register BC keeps value 1. HL and DE were increased for every step we previously did. So just before last step HL points to adress 16384+6142 which is last but one byte of pixels and DE points to address 16385+6142 which is last byte of pixels. So the very last copy operation changes value in the last byte. If we copy 6144 bytes the last copy operation would rewrite first byte of attributes.
==Simple and slow clearing of screen==
<pre>
ld a, 56 ;attributte
ld hl, 16384 ;pixels
ld de, 16385 ;pixels + 1
ld bc, 6144 ;pixel area
ld (hl), l ;set first byte to '0' as HL = 16384 = $4000 therefore L = 0
ldir ;copy bytes
ld bc, 767 ;attribute area length - 1
ld (hl), a ;set first byte to attribute value
ldir ;copy bytes
</pre>
This routine is very similar to previous but there are some little differencies:<br />
We use ''ld (hl), l'' to set value of first byte in pixel area. Is that ok ? So what is actually in register L ? Previously we set HL to 16384 which is $4000 in hexadecimal form. From hexadecimal form we can see that lower byte of value 16384 is actually 0. So by using ''ld (hl), l'' we just set (hl) to zero. Ok, it is same but still... why to do such thing ? There are two reasons: ''ld (hl),l'' occupies just one byte in memory but ''ld (hl),0'' occupies two bytes. And the second thing is that ''ld (hl),l'' is faster (4 T) than ''ld (hl),0'' (7 T). In this case it does not matter because the next instruction is LDIR which takes 21 T and will be repeated by several thousand times.<br />
The next difference is that we copy 6144 bytes. Why this ? It is because we want reuse registers HL and DE for the next LDIR which sets attribute area. After the very last operation of first LDIR the HL points to the first byte of attribute area, DE points to the second byte of attribute area. Looks familiar to you ? Should be. The first byte of attribute area was overwritten but is not important beacuse we have to overwrite it anyway.
==Faster clearing of pixel area==
[[LDIR]] is work horse. It can do much work. And actually it is not so slow.<br/>
It does many thing:
#copies byte from (hl) to (de)
#increases HL and DE and decreases BC
#repeats until BC equals to 0
If you try to write an assembly code which mimics LDIR you will end with code which is bigger and slower than LDIR. So what to do ? We just cut number of operations to minimum:
*we don't need to copy bytes, we just want set (hl) to some value
*sometimes we don't need increase 16-bit register HL, for 255 cases of 256 we are good with increasing just 8-bit register L
*we don't need to check byte counter for every byte we filled. for example if we know that number of filled bytes is divisible by 4 we have to check byte counter for every bytes.
The following routine exploits these assumptions:
<pre>
xor a
ld hl, 16384 ;first byte of pixel area
ld c, 6 ;6 * (256 * 4) = 6144
loop2
ld b, a ;set B to zero it will cause 256 repeations of loop
loop1
ld (hl), a ;set byte to zero
inc l ;move to the next byte
ld (hl), a
inc l
ld (hl), a
inc l
ld (hl), a
inc hl ;this time we are not sure that inc l will not cause overflow
djnz loop1 ;repeat for next 4 bytes
dec c
jr nz, loop2 ;outer loop. repeat for next 1024 bytes.
</pre>
We take closer look at the routine. We use BC register to count bytes again but in different way. The usual way would be
<pre>
ld bc, count
loop
{do something} ;just some operation
dec bc ;decrease BC. this instruction does not affect flags
ld a, b ;so we had to check condition (BC equals 0) in different way
or c ;if B and C are equal to zero then result of (B OR C) is zero too
jp nz, loop ;if not zero then repeat
</pre>
This is simple but we use four instructions to decrease BC, check if it equal to zero and jump to the next iteration if it is not. It takes too many times. So, is there an instruction which do these thing at once ? Sadly, no. But there is [[DJNZ]] instruction which do very similar thing. It decreases B register and jumps if it is not equal to 0 it will make relative jump.
==Very fast clearing of pixel area==
<pre>
di ;disable interrupt
ld (stack + 1), sp ;store current stack pointer
ld hl, 0 ;this value will be stored on stack
ld sp, 16384 + 6144
ld c, 3
loop2
ld b, l ;set B to 0. it causes that DJNZ will repeat 256 times
loop1
push hl ;store hl on stack
push hl ;next
push hl ;these four push instruction stores 8 bytes on stack
push hl
djnz loop1 ;repeat for next 8 bytes
dec c
jr nz, loop2
stack
ld sp, 0 ;parameter will overwritten
ei
</pre>
qfiu1nkbp5fn98ahkixuz1h8zcdkalo
3736
3735
2009-05-22T22:21:12Z
89.176.112.15
3736
wikitext
text/x-wiki
On ZX 48 screen lays on address 16384 and takes exactly 6912 bytes. First 6144 bytes are reserved for pixel information, next 768 are reserved for attributes. So by clearing screen we understand filling whole pixel area by zero (and possibly setting attributes).
==Simple and slow clearing of pixel area==
<pre>
ld hl, 16384 ;pixels
ld de, 16385 ;pixels + 1
ld bc, 6143 ;pixels area length - 1
ld (hl), 0 ;set first byte to '0'
ldir ;copy bytes
</pre>
How it works ? We use [[LDIR]] to do most of work. LDIR instruction is designed to copy block of data and it does the whole thing by copying bytes one by one. After copying one byte it increases HL and DE by one and decreases BC by one. If BC is not equal to 0 the whole procces repeats.
So we set source to the first byte pixel area and destination to the second byte of pixel area. LDIR takes value of first byte of source and copies it to the first byte of destination. Then continue to second byte of source. As second byte of source shares same address as first byte destination this byte was just setted.
The only thing we have to do is set the very first byte of source to zero which we do by instruction ''ld (hl), 0''.
See diagram:
<pre>
Step HL DE BC memory memory memory
16384 16385 16386
before
LDIR 16384 16385 6143 00 ?? ??
after
1.step 16385 16386 6142 00 00 ??
</pre>
The another interesting thing is that we copy only 6143 bytes but pixel area has length of 6144 bytes. Let us see on the last step. Register BC keeps value 1. HL and DE were increased for every step we previously did. So just before last step HL points to adress 16384+6142 which is last but one byte of pixels and DE points to address 16385+6142 which is last byte of pixels. So the very last copy operation changes value in the last byte. If we copy 6144 bytes the last copy operation would rewrite first byte of attributes.
==Simple and slow clearing of screen==
<pre>
ld a, 56 ;attributte
ld hl, 16384 ;pixels
ld de, 16385 ;pixels + 1
ld bc, 6144 ;pixel area
ld (hl), l ;set first byte to '0' as HL = 16384 = $4000 therefore L = 0
ldir ;copy bytes
ld bc, 767 ;attribute area length - 1
ld (hl), a ;set first byte to attribute value
ldir ;copy bytes
</pre>
This routine is very similar to previous but there are some little differencies:<br />
We use ''ld (hl), l'' to set value of first byte in pixel area. Is that ok ? So what is actually in register L ? Previously we set HL to 16384 which is $4000 in hexadecimal form. From hexadecimal form we can see that lower byte of value 16384 is actually 0. So by using ''ld (hl), l'' we just set (hl) to zero. Ok, it is same but still... why to do such thing ? There are two reasons: ''ld (hl),l'' occupies just one byte in memory but ''ld (hl),0'' occupies two bytes. And the second thing is that ''ld (hl),l'' is faster (4 T) than ''ld (hl),0'' (7 T). In this case it does not matter because the next instruction is LDIR which takes 21 T and will be repeated by several thousand times.<br />
The next difference is that we copy 6144 bytes. Why this ? It is because we want reuse registers HL and DE for the next LDIR which sets attribute area. After the very last operation of first LDIR the HL points to the first byte of attribute area, DE points to the second byte of attribute area. Looks familiar to you ? Should be. The first byte of attribute area was overwritten but is not important beacuse we have to overwrite it anyway.
==Faster clearing of pixel area==
[[LDIR]] is work horse. It can do much work. And actually it is not so slow.<br />
It does many thing:
#copies byte from (hl) to (de)
#increases HL and DE and decreases BC
#repeats until BC equals to 0
If you try to write an assembly code which mimics LDIR you will end with code which is bigger and slower than LDIR. So what to do ? We just cut number of operations to minimum:
*we don't need to copy bytes, we just want set (hl) to some value
*sometimes we don't need increase 16-bit register HL, for 255 cases of 256 we are good with increasing just 8-bit register L
*we don't need to check byte counter for every byte we filled. for example if we know that number of filled bytes is divisible by 4 we have to check byte counter for every bytes.
The following routine exploits these assumptions:
<pre>
xor a
ld hl, 16384 ;first byte of pixel area
ld c, 6 ;6 * (256 * 4) = 6144
loop2
ld b, a ;set B to zero it will cause 256 repeations of loop
loop1
ld (hl), a ;set byte to zero
inc l ;move to the next byte
ld (hl), a
inc l
ld (hl), a
inc l
ld (hl), a
inc hl ;this time we are not sure that inc l will not cause overflow
djnz loop1 ;repeat for next 4 bytes
dec c
jr nz, loop2 ;outer loop. repeat for next 1024 bytes.
</pre>
We take closer look at the routine. We use BC register to count bytes again but in different way. The usual way would be
<pre>
ld bc, count
loop
{do something} ;just some operation
dec bc ;decrease BC. this instruction does not affect flags
ld a, b ;so we have to check condition (BC equals 0) in different way
or c ;if B and C are equal to zero then result of (B OR C) is zero too
jp nz, loop ;if not zero then repeat
</pre>
This is simple but we use four instructions to decrease BC, check if it equal to zero and jump to the next iteration if it is not. It takes too many times. So, is there an instruction which do these thing at once ? Sadly, no. But there is [[DJNZ]] instruction which do very similar thing. It decreases B register and jumps if it is not equal to 0 it will make relative jump. But there is disadvantage. The register B can hold only values from range 0 to 255. What happens if B is equal to zero ? Well, DJNZ decreases value, it overflows and B will equal to 255. Then DJNZ checks if DJNZ is zeroed. It has value 255 so relative jump occurs. So for inital value 0 in B register DJNZ will repeat for 256 times.<br/>
==Very fast clearing of pixel area==
<pre>
di ;disable interrupt
ld (stack + 1), sp ;store current stack pointer
ld hl, 0 ;this value will be stored on stack
ld sp, 16384 + 6144
ld c, 3
loop2
ld b, l ;set B to 0. it causes that DJNZ will repeat 256 times
loop1
push hl ;store hl on stack
push hl ;next
push hl ;these four push instruction stores 8 bytes on stack
push hl
djnz loop1 ;repeat for next 8 bytes
dec c
jr nz, loop2
stack
ld sp, 0 ;parameter will overwritten
ei
</pre>
s6ze6xqcge3gwq7kif6zhdeujn2mdal
3737
3736
2009-05-22T22:24:57Z
89.176.112.15
3737
wikitext
text/x-wiki
On ZX 48 screen lays on address 16384 and takes exactly 6912 bytes. First 6144 bytes are reserved for pixel information, next 768 are reserved for attributes. So by clearing screen we understand filling whole pixel area by zero (and possibly setting attributes).
==Simple and slow clearing of pixel area==
<pre>
ld hl, 16384 ;pixels
ld de, 16385 ;pixels + 1
ld bc, 6143 ;pixels area length - 1
ld (hl), 0 ;set first byte to '0'
ldir ;copy bytes
</pre>
How it works ? We use [[LDIR]] to do most of work. LDIR instruction is designed to copy block of data and it does the whole thing by copying bytes one by one. After copying one byte it increases HL and DE by one and decreases BC by one. If BC is not equal to 0 the whole procces repeats.
So we set source to the first byte pixel area and destination to the second byte of pixel area. LDIR takes value of first byte of source and copies it to the first byte of destination. Then continue to second byte of source. As second byte of source shares same address as first byte destination this byte was just setted.
The only thing we have to do is set the very first byte of source to zero which we do by instruction ''ld (hl), 0''.
See diagram:
<pre>
Step HL DE BC memory memory memory
16384 16385 16386
before
LDIR 16384 16385 6143 00 ?? ??
after
1.step 16385 16386 6142 00 00 ??
</pre>
The another interesting thing is that we copy only 6143 bytes but pixel area has length of 6144 bytes. Let us see on the last step. Register BC keeps value 1. HL and DE were increased for every step we previously did. So just before last step HL points to adress 16384+6142 which is last but one byte of pixels and DE points to address 16385+6142 which is last byte of pixels. So the very last copy operation changes value in the last byte. If we copy 6144 bytes the last copy operation would rewrite first byte of attributes.
==Simple and slow clearing of screen==
<pre>
ld a, 56 ;attributte
ld hl, 16384 ;pixels
ld de, 16385 ;pixels + 1
ld bc, 6144 ;pixel area
ld (hl), l ;set first byte to '0' as HL = 16384 = $4000 therefore L = 0
ldir ;copy bytes
ld bc, 767 ;attribute area length - 1
ld (hl), a ;set first byte to attribute value
ldir ;copy bytes
</pre>
This routine is very similar to previous but there are some little differencies:<br />
We use ''ld (hl), l'' to set value of first byte in pixel area. Is that ok ? So what is actually in register L ? Previously we set HL to 16384 which is $4000 in hexadecimal form. From hexadecimal form we can see that lower byte of value 16384 is actually 0. So by using ''ld (hl), l'' we just set (hl) to zero. Ok, it is same but still... why to do such thing ? There are two reasons: ''ld (hl),l'' occupies just one byte in memory but ''ld (hl),0'' occupies two bytes. And the second thing is that ''ld (hl),l'' is faster (4 T) than ''ld (hl),0'' (7 T). In this case it does not matter because the next instruction is LDIR which takes 21 T and will be repeated by several thousand times.<br />
The next difference is that we copy 6144 bytes. Why this ? It is because we want reuse registers HL and DE for the next LDIR which sets attribute area. After the very last operation of first LDIR the HL points to the first byte of attribute area, DE points to the second byte of attribute area. Looks familiar to you ? Should be. The first byte of attribute area was overwritten but is not important beacuse we have to overwrite it anyway.
==Faster clearing of pixel area==
[[LDIR]] is work horse. It can do much work. And actually it is not so slow.<br />
It does many thing:
#copies byte from (hl) to (de)
#increases HL and DE and decreases BC
#repeats until BC equals to 0
If you try to write an assembly code which mimics LDIR you will end with code which is bigger and slower than LDIR. So what to do ? We just cut number of operations to minimum:
*we don't need to copy bytes, we just want set (hl) to some value
*sometimes we don't need increase 16-bit register HL, for 255 cases of 256 we are good with increasing just 8-bit register L
*we don't need to check byte counter for every byte we filled. for example if we know that number of filled bytes is divisible by 4 we have to check byte counter for every bytes.
The following routine exploits these assumptions:
<pre>
xor a
ld hl, 16384 ;first byte of pixel area
ld c, 6 ;6 * (256 * 4) = 6144
loop2
ld b, a ;set B to zero it will cause 256 repeations of loop
loop1
ld (hl), a ;set byte to zero
inc l ;move to the next byte
ld (hl), a
inc l
ld (hl), a
inc l
ld (hl), a
inc hl ;this time we are not sure that inc l will not cause overflow
djnz loop1 ;repeat for next 4 bytes
dec c
jr nz, loop2 ;outer loop. repeat for next 1024 bytes.
</pre>
We take closer look at the routine. We use BC register to count bytes again but in different way. The usual way would be
<pre>
ld bc, count
loop
{do something} ;just some operation
dec bc ;decrease BC. this instruction does not affect flags
ld a, b ;so we have to check condition (BC equals 0) in different way
or c ;if B and C are equal to zero then result of (B OR C) is zero too
jp nz, loop ;if not zero then repeat
</pre>
This is simple but we use four instructions to decrease BC, check if it equals to zero and jump to the next iteration if it is not. It takes too much time. So, is there an instruction which do these thing at once ? Sadly, no. But there is [[DJNZ]] instruction which do very similar thing. It decreases B register and jumps if it is not equal to 0 it will make relative jump. But there is disadvantage. The register B can hold only values from range 0 to 255. What happens if B is equal to zero ? Well, DJNZ decreases value, it overflows and B will equal to 255. Then DJNZ checks if DJNZ is zeroed. It has value 255 so relative jump occurs. So for inital value 0 in B register DJNZ will repeat for 256 times.<br />
==Very fast clearing of pixel area==
<pre>
di ;disable interrupt
ld (stack + 1), sp ;store current stack pointer
ld hl, 0 ;this value will be stored on stack
ld sp, 16384 + 6144
ld c, 3
loop2
ld b, l ;set B to 0. it causes that DJNZ will repeat 256 times
loop1
push hl ;store hl on stack
push hl ;next
push hl ;these four push instruction stores 8 bytes on stack
push hl
djnz loop1 ;repeat for next 8 bytes
dec c
jr nz, loop2
stack
ld sp, 0 ;parameter will overwritten
ei
</pre>
fimkbbaz50yceqd9tlztrt8yg5vcfqq
3738
3737
2009-05-22T23:24:27Z
89.176.112.15
3738
wikitext
text/x-wiki
On ZX 48 screen lays on address 16384 and takes exactly 6912 bytes. First 6144 bytes are reserved for pixel information, next 768 are reserved for attributes. So by clearing screen we understand filling whole pixel area by zero (and possibly setting attributes).
==Simple and slow clearing of pixel area==
<pre>
ld hl, 16384 ;pixels
ld de, 16385 ;pixels + 1
ld bc, 6143 ;pixels area length - 1
ld (hl), 0 ;set first byte to '0'
ldir ;copy bytes
</pre>
How it works ? We use [[LDIR]] to do most of work. LDIR instruction is designed to copy block of data and it does the whole thing by copying bytes one by one. After copying one byte it increases HL and DE by one and decreases BC by one. If BC is not equal to 0 the whole procces repeats.
So we set source to the first byte pixel area and destination to the second byte of pixel area. LDIR takes value of first byte of source and copies it to the first byte of destination. Then continue to second byte of source. As second byte of source shares same address as first byte destination this byte was just setted.
The only thing we have to do is set the very first byte of source to zero which we do by instruction ''ld (hl), 0''.
See diagram:
<pre>
Step HL DE BC memory memory memory
16384 16385 16386
before
LDIR 16384 16385 6143 00 ?? ??
after
1.step 16385 16386 6142 00 00 ??
</pre>
The another interesting thing is that we copy only 6143 bytes but pixel area has length of 6144 bytes. Let us see on the last step. Register BC keeps value 1. HL and DE were increased for every step we previously did. So just before last step HL points to adress 16384+6142 which is last but one byte of pixels and DE points to address 16385+6142 which is last byte of pixels. So the very last copy operation changes value in the last byte. If we copy 6144 bytes the last copy operation would rewrite first byte of attributes.
==Simple and slow clearing of screen==
<pre>
ld a, 56 ;attributte
ld hl, 16384 ;pixels
ld de, 16385 ;pixels + 1
ld bc, 6144 ;pixel area
ld (hl), l ;set first byte to '0' as HL = 16384 = $4000 therefore L = 0
ldir ;copy bytes
ld bc, 767 ;attribute area length - 1
ld (hl), a ;set first byte to attribute value
ldir ;copy bytes
</pre>
This routine is very similar to previous but there are some little differencies:<br />
We use ''ld (hl), l'' to set value of first byte in pixel area. Is that ok ? So what is actually in register L ? Previously we set HL to 16384 which is $4000 in hexadecimal form. From hexadecimal form we can see that lower byte of value 16384 is actually 0. So by using ''ld (hl), l'' we just set (hl) to zero. Ok, it is same but still... why to do such thing ? There are two reasons: ''ld (hl),l'' occupies just one byte in memory but ''ld (hl),0'' occupies two bytes. And the second thing is that ''ld (hl),l'' is faster (4 T) than ''ld (hl),0'' (7 T). In this case it does not matter because the next instruction is LDIR which takes 21 T and will be repeated by several thousand times.<br />
The next difference is that we copy 6144 bytes. Why this ? It is because we want reuse registers HL and DE for the next LDIR which sets attribute area. After the very last operation of first LDIR the HL points to the first byte of attribute area, DE points to the second byte of attribute area. Looks familiar to you ? Should be. The first byte of attribute area was overwritten but is not important beacuse we have to overwrite it anyway.
==Faster clearing of pixel area==
[[LDIR]] is work horse. It can do much work. And actually it is not so slow.<br />
It does many thing:
#copies byte from (hl) to (de)
#increases HL and DE and decreases BC
#repeats until BC equals to 0
If you try to write an assembly code which mimics LDIR you will end with code which is bigger and slower than LDIR. So what to do ? We just cut number of operations to minimum:
*we don't need to copy bytes, we just want set (hl) to some value
*sometimes we don't need increase 16-bit register HL, for 255 cases of 256 we are good with increasing just 8-bit register L
*we don't need to check byte counter for every byte we filled. for example if we know that number of filled bytes is divisible by 4 we have to check byte counter for every four bytes.
The following routine exploits these assumptions:
<pre>
xor a
ld hl, 16384 ;first byte of pixel area
ld c, 6 ;6 * (256 * 4) = 6144
loop2
ld b, a ;set B to zero it will cause 256 repeations of loop
loop1
ld (hl), a ;set byte to zero
inc l ;move to the next byte
ld (hl), a
inc l
ld (hl), a
inc l
ld (hl), a
inc hl ;this time we are not sure that inc l will not cause overflow
djnz loop1 ;repeat for next 4 bytes
dec c
jr nz, loop2 ;outer loop. repeat for next 1024 bytes.
</pre>
We take closer look at the routine. We use BC register to count bytes again but in different way. The usual way would be
<pre>
ld bc, count
loop
{do something} ;just some operation
dec bc ;decrease BC. this instruction does not affect flags
ld a, b ;so we have to check condition (BC equals 0) in different way
or c ;if B and C are equal to zero then result of (B OR C) is zero too
jp nz, loop ;if not zero then repeat
</pre>
This is simple but we use four instructions to decrease BC, check if it equals to zero and jump to the next iteration if it is not. It takes too much time. So, is there an instruction which do these thing at once ? Sadly, no. But there is [[DJNZ]] instruction which do very similar thing. It decreases B register and if it does not equals to 0 it will make relative jump. But there is disadvantage. The register B can hold only values from range 0 to 255. What happens if B is equal to zero ? Well, DJNZ decreases value, it overflows and B equals to 255. Then DJNZ checks if DJNZ is zeroed. It has value 255 so relative jump occurs. So for inital value 0 in B register DJNZ will repeat for 256 times.<br />
After that it is time to decrease C register and repeat inner loop. You can think about it like we use fictional register CB where C keeps most significant byte and B keeps less significant byte.<br/>
The second trick we use is that we do not check BC after every '''ld (hl), a'' and '''inc hl''' instructions. It is because these two instructions takes only little of time and significant amount of time will be spended not by real work but by checking if we already finished work. If we know that number of operations is divisible by some number we can do checks occassionaly. This technique is called [[Loop unrolling]].
And the last trick is that we replaced some instructions ''inc hl'' by quicker ''inc l''.
<pre>
instruction HL(dec) HL(hex) H(hex) L(hex)
254 $00fe $00 $fe
after INC HL 255 $00ff $00 $ff
after INC HL 256 $0100 $01 $00
after INC HL 257 $0101 $01 $01
254 $00fe $00 $fe
after INC L 255 $00ff $00 $ff
after INC L 0 $0000 $00 $00
after INC L 1 $0001 $00 $01
254 $00fe $00 $fe
after INC L 255 $00ff $00 $ff
after INC HL 256 $0100 $01 $00
after INC L 257 $0101 $01 $01
</pre>
You can see that for most of times instructions ''inc l'' have same effect as ''inc hl''. So we can replace ''inc hl'' by ''inc l'' for most case but have to secure that when time comes we will use ''inc hl''. As we start with value $4000 in register HL and every fourth increasing of HL is done by ''inc hl'' we know that for 256th increasing of HL when overflow of L register would occur we use ''inc hl'' to get proper result.
So how fast is our routine ?
The original routine with LDIR takes cca 129000 T. This routine takes cca 91000 T.
==Very fast clearing of pixel area==
Now we show how do the job in very fast way. The question is "What is the fastest way to write one
<pre>
di ;disable interrupt
ld (stack + 1), sp ;store current stack pointer
ld hl, 0 ;this value will be stored on stack
ld sp, 16384 + 6144
ld c, 3
loop2
ld b, l ;set B to 0. it causes that DJNZ will repeat 256 times
loop1
push hl ;store hl on stack
push hl ;next
push hl ;these four push instruction stores 8 bytes on stack
push hl
djnz loop1 ;repeat for next 8 bytes
dec c
jr nz, loop2
stack
ld sp, 0 ;parameter will overwritten
ei
</pre>
==Final words==
You could ask "What is really used in games ?" Well, it depends. Actually, there is not many games which really clears screen during gameplay. Many of them use back buffer to construct partial portion of screen and then copy this back buffer to screen. If there is need to clear such buffer usually ''push'' method is used. But not always. For example Knight Lore uses very simple routine even slower than everything in this section. Still the game has very nice presentation. Other games use clever methods to update just portion screen without clearing or redrawing of whole playing area. If you are interested in this check [[Drawing strategy]] page.
But every game uses other screens like menu, higscore, options. For transitions between these screen is almost always LDIR method used. There is no hurry and it still makes its job in less than 0.04 second. That is it.
s09hz6wumg85ly2lhisr1gupbs85984
3739
3738
2009-05-22T23:53:46Z
89.176.112.15
3739
wikitext
text/x-wiki
On ZX 48 screen lays on address 16384 and takes exactly 6912 bytes. First 6144 bytes are reserved for pixel information, next 768 are reserved for attributes. So by clearing screen we understand filling whole pixel area by zero (and possibly setting attributes).
==Simple and slow clearing of pixel area==
<pre>
ld hl, 16384 ;pixels
ld de, 16385 ;pixels + 1
ld bc, 6143 ;pixels area length - 1
ld (hl), 0 ;set first byte to '0'
ldir ;copy bytes
</pre>
How it works ? We use [[LDIR]] to do most of work. LDIR instruction is designed to copy block of data and it does the whole thing by copying bytes one by one. After copying one byte it increases HL and DE by one and decreases BC by one. If BC is not equal to 0 the whole procces repeats.
So we set source to the first byte pixel area and destination to the second byte of pixel area. LDIR takes value of first byte of source and copies it to the first byte of destination. Then continue to second byte of source. As second byte of source shares same address as first byte destination this byte was just setted.
The only thing we have to do is set the very first byte of source to zero which we do by instruction ''ld (hl), 0''.
See diagram:
<pre>
Step HL DE BC memory memory memory
16384 16385 16386
before
LDIR 16384 16385 6143 00 ?? ??
after
1.step 16385 16386 6142 00 00 ??
</pre>
The another interesting thing is that we copy only 6143 bytes but pixel area has length of 6144 bytes. Let us see on the last step. Register BC keeps value 1. HL and DE were increased for every step we previously did. So just before last step HL points to adress 16384+6142 which is last but one byte of pixels and DE points to address 16385+6142 which is last byte of pixels. So the very last copy operation changes value in the last byte. If we copy 6144 bytes the last copy operation would rewrite first byte of attributes.
==Simple and slow clearing of screen==
<pre>
ld a, 56 ;attributte
ld hl, 16384 ;pixels
ld de, 16385 ;pixels + 1
ld bc, 6144 ;pixel area
ld (hl), l ;set first byte to '0' as HL = 16384 = $4000 therefore L = 0
ldir ;copy bytes
ld bc, 767 ;attribute area length - 1
ld (hl), a ;set first byte to attribute value
ldir ;copy bytes
</pre>
This routine is very similar to previous but there are some little differencies:<br />
We use ''ld (hl), l'' to set value of first byte in pixel area. Is that ok ? So what is actually in register L ? Previously we set HL to 16384 which is $4000 in hexadecimal form. From hexadecimal form we can see that lower byte of value 16384 is actually 0. So by using ''ld (hl), l'' we just set (hl) to zero. Ok, it is same but still... why to do such thing ? There are two reasons: ''ld (hl),l'' occupies just one byte in memory but ''ld (hl),0'' occupies two bytes. And the second thing is that ''ld (hl),l'' is faster (4 T) than ''ld (hl),0'' (7 T). In this case it does not matter because the next instruction is LDIR which takes 21 T and will be repeated by several thousand times.<br />
The next difference is that we copy 6144 bytes. Why this ? It is because we want reuse registers HL and DE for the next LDIR which sets attribute area. After the very last operation of first LDIR the HL points to the first byte of attribute area, DE points to the second byte of attribute area. Looks familiar to you ? Should be. The first byte of attribute area was overwritten but is not important beacuse we have to overwrite it anyway.
==Faster clearing of pixel area==
[[LDIR]] is work horse. It can do much work. And actually it is not so slow.<br />
It does many thing:
#copies byte from (hl) to (de)
#increases HL and DE and decreases BC
#repeats until BC equals to 0
If you try to write an assembly code which mimics LDIR you will end with code which is bigger and slower than LDIR. So what to do ? We just cut number of operations to minimum:
*we don't need to copy bytes, we just want set (hl) to some value
*sometimes we don't need increase 16-bit register HL, for 255 cases of 256 we are good with increasing just 8-bit register L
*we don't need to check byte counter for every byte we filled. for example if we know that number of filled bytes is divisible by 4 we have to check byte counter for every four bytes.
The following routine exploits these assumptions:
<pre>
xor a
ld hl, 16384 ;first byte of pixel area
ld c, 6 ;6 * (256 * 4) = 6144
loop2
ld b, a ;set B to zero it will cause 256 repeations of loop
loop1
ld (hl), a ;set byte to zero
inc l ;move to the next byte
ld (hl), a
inc l
ld (hl), a
inc l
ld (hl), a
inc hl ;this time we are not sure that inc l will not cause overflow
djnz loop1 ;repeat for next 4 bytes
dec c
jr nz, loop2 ;outer loop. repeat for next 1024 bytes.
</pre>
We take closer look at the routine. We use BC register to count bytes again but in different way. The usual way would be
<pre>
ld bc, count
loop
{do something} ;just some operation
dec bc ;decrease BC. this instruction does not affect flags
ld a, b ;so we have to check condition (BC equals 0) in different way
or c ;if B and C are equal to zero then result of (B OR C) is zero too
jp nz, loop ;if not zero then repeat
</pre>
This is simple but we use four instructions to decrease BC, check if it equals to zero and jump to the next iteration if it is not. It takes too much time. So, is there an instruction which do these thing at once ? Sadly, no. But there is [[DJNZ]] instruction which do very similar thing. It decreases B register and if it does not equals to 0 it will make relative jump. But there is disadvantage. The register B can hold only values from range 0 to 255. What happens if B is equal to zero ? Well, DJNZ decreases value, it overflows and B equals to 255. Then DJNZ checks if DJNZ is zeroed. It has value 255 so relative jump occurs. So for inital value 0 in B register DJNZ will repeat for 256 times.<br />
After that it is time to decrease C register and repeat inner loop. You can think about it like we use fictional register CB where C keeps most significant byte and B keeps less significant byte.<br />
The second trick we use is that we do not check BC after every '''ld (hl), a'' and '''inc hl''' instructions. It is because these two instructions takes only little of time and significant amount of time will be spended not by real work but by checking if we already finished work. If we know that number of operations is divisible by some number we can do checks occassionaly. This technique is called [[Loop unrolling]].
And the last trick is that we replaced some instructions ''inc hl'' by quicker ''inc l''.
<pre>
instruction HL(dec) HL(hex) H(hex) L(hex)
254 $00fe $00 $fe
after INC HL 255 $00ff $00 $ff
after INC HL 256 $0100 $01 $00
after INC HL 257 $0101 $01 $01
254 $00fe $00 $fe
after INC L 255 $00ff $00 $ff
after INC L 0 $0000 $00 $00
after INC L 1 $0001 $00 $01
254 $00fe $00 $fe
after INC L 255 $00ff $00 $ff
after INC HL 256 $0100 $01 $00
after INC L 257 $0101 $01 $01
</pre>
You can see that for most of times instructions ''inc l'' have same effect as ''inc hl''. So we can replace ''inc hl'' by ''inc l'' for most case but have to secure that when time comes we will use ''inc hl''. As we start with value $4000 in register HL and every fourth increasing of HL is done by ''inc hl'' we know that for 256th increasing of HL when overflow of L register would occur we use ''inc hl'' to get proper result.
So how fast is our routine ?
The original routine with LDIR takes cca 129000 T. This routine takes cca 91000 T.
==Very fast clearing of pixel area==
Now we show how do the job in very fast way. The question is "What is the fastest way to write one byte ?" Well it is ''ld (hl), a'' (or another from ''ld (hl), r'' family) instruction and we already used it. So ?
If you ask "What is the fastest to write ''two'' bytes ?" you do not get answer "Two times ''ld (hl), a''...". Because the fastest way how to write two bytes to memory is [[PUSH]] instruction.
<pre>
di ;disable interrupt
ld (stack + 1), sp ;store current stack pointer
ld hl, 0 ;this value will be stored on stack
ld sp, 16384 + 6144
ld c, 3
loop2
ld b, l ;set B to 0. it causes that DJNZ will repeat 256 times
loop1
push hl ;store hl on stack
push hl ;next
push hl ;these four push instruction stores 8 bytes on stack
push hl
djnz loop1 ;repeat for next 8 bytes
dec c
jr nz, loop2
stack
ld sp, 0 ;parameter will overwritten
ei
</pre>
==Final words==
You could ask "What is really used in games ?" Well, it depends. Actually, there is not many games which really clears screen during gameplay. Many of them use back buffer to construct partial portion of screen and then copy this back buffer to screen. If there is need to clear such buffer usually ''push'' method is used. But not always. For example Knight Lore uses very simple routine even slower than everything in this section. Still the game has very nice presentation. Other games use clever methods to update just portion screen without clearing or redrawing of whole playing area. If you are interested in this check [[Drawing strategy]] page.
But every game uses other screens like menu, higscore, options. For transitions between these screen typically LDIR method is used. There is no hurry and it still makes its job in less than 0.04 second. That is it.
1rv6iaqyh5pce1nu75y9j0waszqns4f
3740
3739
2009-05-23T00:31:50Z
89.176.112.15
3740
wikitext
text/x-wiki
On ZX 48 screen lays on address 16384 and takes exactly 6912 bytes. First 6144 bytes are reserved for pixel information, next 768 are reserved for attributes. So by clearing screen we understand filling whole pixel area by zero (and possibly setting attributes).
==Simple and slow clearing of pixel area==
<pre>
ld hl, 16384 ;pixels
ld de, 16385 ;pixels + 1
ld bc, 6143 ;pixels area length - 1
ld (hl), 0 ;set first byte to '0'
ldir ;copy bytes
</pre>
How it works ? We use [[LDIR]] to do most of work. LDIR instruction is designed to copy block of data and it does the whole thing by copying bytes one by one. After copying one byte it increases HL and DE by one and decreases BC by one. If BC is not equal to 0 the whole procces repeats.
So we set source to the first byte pixel area and destination to the second byte of pixel area. LDIR takes value of first byte of source and copies it to the first byte of destination. Then continue to second byte of source. As second byte of source shares same address as first byte destination this byte was just setted.
The only thing we have to do is set the very first byte of source to zero which we do by instruction ''ld (hl), 0''.
See diagram:
<pre>
Step HL DE BC memory memory memory
16384 16385 16386
before
LDIR 16384 16385 6143 00 ?? ??
after
1.step 16385 16386 6142 00 00 ??
</pre>
The another interesting thing is that we copy only 6143 bytes but pixel area has length of 6144 bytes. Let us see on the last step. Register BC keeps value 1. HL and DE were increased for every step we previously did. So just before last step HL points to adress 16384+6142 which is last but one byte of pixels and DE points to address 16385+6142 which is last byte of pixels. So the very last copy operation changes value in the last byte. If we copy 6144 bytes the last copy operation would rewrite first byte of attributes.
==Simple and slow clearing of screen==
<pre>
ld a, 56 ;attributte
ld hl, 16384 ;pixels
ld de, 16385 ;pixels + 1
ld bc, 6144 ;pixel area
ld (hl), l ;set first byte to '0' as HL = 16384 = $4000 therefore L = 0
ldir ;copy bytes
ld bc, 767 ;attribute area length - 1
ld (hl), a ;set first byte to attribute value
ldir ;copy bytes
</pre>
This routine is very similar to previous but there are some little differencies:<br />
We use ''ld (hl), l'' to set value of first byte in pixel area. Is that ok ? So what is actually in register L ? Previously we set HL to 16384 which is $4000 in hexadecimal form. From hexadecimal form we can see that lower byte of value 16384 is actually 0. So by using ''ld (hl), l'' we just set (hl) to zero. Ok, it is same but still... why to do such thing ? There are two reasons: ''ld (hl),l'' occupies just one byte in memory but ''ld (hl),0'' occupies two bytes. And the second thing is that ''ld (hl),l'' is faster (4 T) than ''ld (hl),0'' (7 T). In this case it does not matter because the next instruction is LDIR which takes 21 T and will be repeated by several thousand times.<br />
The next difference is that we copy 6144 bytes. Why this ? It is because we want reuse registers HL and DE for the next LDIR which sets attribute area. After the very last operation of first LDIR the HL points to the first byte of attribute area, DE points to the second byte of attribute area. Looks familiar to you ? Should be. The first byte of attribute area was overwritten but is not important beacuse we have to overwrite it anyway.
==Faster clearing of pixel area==
[[LDIR]] is work horse. It can do much work. And actually it is not so slow.<br />
It does many thing:
#copies byte from (hl) to (de)
#increases HL and DE and decreases BC
#repeats until BC equals to 0
If you try to write an assembly code which mimics LDIR you will end with code which is bigger and slower than LDIR. So what to do ? We just cut number of operations to minimum:
*we don't need to copy bytes, we just want set (hl) to some value
*sometimes we don't need increase 16-bit register HL, for 255 cases of 256 we are good with increasing just 8-bit register L
*we don't need to check byte counter for every byte we filled. for example if we know that number of filled bytes is divisible by 4 we have to check byte counter for every four bytes.
The following routine exploits these assumptions:
<pre>
xor a
ld hl, 16384 ;first byte of pixel area
ld c, 6 ;6 * (256 * 4) = 6144
loop2
ld b, a ;set B to zero it will cause 256 repeations of loop
loop1
ld (hl), a ;set byte to zero
inc l ;move to the next byte
ld (hl), a
inc l
ld (hl), a
inc l
ld (hl), a
inc hl ;this time we are not sure that inc l will not cause overflow
djnz loop1 ;repeat for next 4 bytes
dec c
jr nz, loop2 ;outer loop. repeat for next 1024 bytes.
</pre>
We take closer look at the routine. We use BC register to count bytes again but in different way. The usual way would be
<pre>
ld bc, count
loop
{do something} ;just some operation
dec bc ;decrease BC. this instruction does not affect flags
ld a, b ;so we have to check condition (BC equals 0) in different way
or c ;if B and C are equal to zero then result of (B OR C) is zero too
jp nz, loop ;if not zero then repeat
</pre>
This is simple but we use four instructions to decrease BC, check if it equals to zero and jump to the next iteration if it is not. It takes too much time. So, is there an instruction which do these thing at once ? Sadly, no. But there is [[DJNZ]] instruction which do very similar thing. It decreases B register and if it does not equals to 0 it will make relative jump. But there is disadvantage. The register B can hold only values from range 0 to 255. What happens if B is equal to zero ? Well, DJNZ decreases value, it overflows and B equals to 255. Then DJNZ checks if DJNZ is zeroed. It has value 255 so relative jump occurs. So for inital value 0 in B register DJNZ will repeat for 256 times.<br />
After that it is time to decrease C register and repeat inner loop. You can think about it like we use fictional register CB where C keeps most significant byte and B keeps less significant byte.<br />
The second trick we use is that we do not check BC after every '''ld (hl), a'' and '''inc hl''' instructions. It is because these two instructions takes only little of time and significant amount of time will be spended not by real work but by checking if we already finished work. If we know that number of operations is divisible by some number we can do checks occassionaly. This technique is called [[Loop unrolling]].
And the last trick is that we replaced some instructions ''inc hl'' by quicker ''inc l''.
<pre>
instruction HL(dec) HL(hex) H(hex) L(hex)
254 $00fe $00 $fe
after INC HL 255 $00ff $00 $ff
after INC HL 256 $0100 $01 $00
after INC HL 257 $0101 $01 $01
254 $00fe $00 $fe
after INC L 255 $00ff $00 $ff
after INC L 0 $0000 $00 $00
after INC L 1 $0001 $00 $01
254 $00fe $00 $fe
after INC L 255 $00ff $00 $ff
after INC HL 256 $0100 $01 $00
after INC L 257 $0101 $01 $01
</pre>
You can see that for most of times instructions ''inc l'' have same effect as ''inc hl''. So we can replace ''inc hl'' by ''inc l'' for most case but have to secure that when time comes we will use ''inc hl''. As we start with value $4000 in register HL and every fourth increasing of HL is done by ''inc hl'' we know that for 256th increasing of HL when overflow of L register would occur we use ''inc hl'' to get proper result.
So how fast is our routine ?
The original routine with LDIR takes cca 129000 T. This routine takes cca 91000 T.
==Very fast clearing of pixel area==
Now we show how do the job in very fast way. The question is "What is the fastest way to write one byte ?" Well it is ''ld (hl), a'' (or another from ''ld (hl), r'' family) instruction and we already used it. So ?
If you ask "What is the fastest to write ''two'' bytes ?" you do not get answer "Two times ''ld (hl), a''...". Because the fastest way how to write two bytes to memory is [[PUSH]] instruction.
PUSH instruction is used to store pair register to stack. As stack is in memory as screen is, it is possible to set stack pointer is such way that by pushing values you write to screen. PUSH takes 11 T and it stores two bytes in memory and decreases stack pointer. If you want to do same thing by pair of ''ld (hl), a'' and ''inc l'' instructions it will take 22T. Obviously, PUSH is two times faster than previous method. As everything in the real world it has some disadvantages. You have to store stack pointer and renew it when you finish work. More important think is that you have to disable interrupt as it uses stack to store return address (and probably saves registers on stack too) so it would lead to crash of whole system.
<pre>
di ;disable interrupt
ld (stack + 1), sp ;store current stack pointer
ld hl, 0 ;this value will be stored on stack
ld sp, 16384 + 6144
ld c, 3
loop2
ld b, l ;set B to 0. it causes that DJNZ will repeat 256 times
loop1
push hl ;store hl on stack
push hl ;next
push hl ;these four push instruction stores 8 bytes on stack
push hl
djnz loop1 ;repeat for next 8 bytes
dec c
jr nz, loop2
stack
ld sp, 0 ;parameter will overwritten
ei
</pre>
In real code you probably unroll loop to such way that you avoid nested loops and use just DJNZ loop.
==Final words==
You could ask "What is really used in games ?" Well, it depends. Actually, there is not many games which really clears screen during gameplay. Many of them use back buffer to construct partial portion of screen and then copy this back buffer to screen. If there is need to clear such buffer usually ''push'' method is used. But not always. For example Knight Lore uses very simple routine even slower than everything in this section. Still the game has very nice presentation. Other games use clever methods to update just portion screen without clearing or redrawing of whole playing area. If you are interested in this check [[Drawing strategy]] page.
But every game uses other screens like menu, higscore, options. For transitions between these screen typically LDIR method is used. There is no hurry and it still makes its job in less than 0.04 second. That is it.
0ii7eocolx7pn89xxbg0erityacbz12
3741
3740
2009-05-23T00:34:56Z
89.176.112.15
3741
wikitext
text/x-wiki
On ZX 48 screen lays on address 16384 and takes exactly 6912 bytes. First 6144 bytes are reserved for pixel information, next 768 are reserved for attributes. So by clearing screen we understand filling whole pixel area by zero (and possibly setting attributes).
==Simple and slow clearing of pixel area==
<pre>
ld hl, 16384 ;pixels
ld de, 16385 ;pixels + 1
ld bc, 6143 ;pixels area length - 1
ld (hl), 0 ;set first byte to '0'
ldir ;copy bytes
</pre>
How it works ? We use [[LDIR]] to do most of work. LDIR instruction is designed to copy block of data and it does the whole thing by copying bytes one by one. After copying one byte it increases HL and DE by one and decreases BC by one. If BC is not equal to 0 the whole procces repeats.
So we set source to the first byte pixel area and destination to the second byte of pixel area. LDIR takes value of first byte of source and copies it to the first byte of destination. Then continue to second byte of source. As second byte of source shares same address as first byte destination this byte was just setted.
The only thing we have to do is set the very first byte of source to zero which we do by instruction ''ld (hl), 0''.
See diagram:
<pre>
Step HL DE BC memory memory memory
16384 16385 16386
before
LDIR 16384 16385 6143 00 ?? ??
after
1.step 16385 16386 6142 00 00 ??
</pre>
The another interesting thing is that we copy only 6143 bytes but pixel area has length of 6144 bytes. Let us see on the last step. Register BC keeps value 1. HL and DE were increased for every step we previously did. So just before last step HL points to adress 16384+6142 which is last but one byte of pixels and DE points to address 16385+6142 which is last byte of pixels. So the very last copy operation changes value in the last byte. If we copy 6144 bytes the last copy operation would rewrite first byte of attributes.
==Simple and slow clearing of screen==
<pre>
ld a, 56 ;attributte
ld hl, 16384 ;pixels
ld de, 16385 ;pixels + 1
ld bc, 6144 ;pixel area
ld (hl), l ;set first byte to '0' as HL = 16384 = $4000 therefore L = 0
ldir ;copy bytes
ld bc, 767 ;attribute area length - 1
ld (hl), a ;set first byte to attribute value
ldir ;copy bytes
</pre>
This routine is very similar to previous but there are some little differencies:<br />
We use ''ld (hl), l'' to set value of first byte in pixel area. Is that ok ? So what is actually in register L ? Previously we set HL to 16384 which is $4000 in hexadecimal form. From hexadecimal form we can see that lower byte of value 16384 is actually 0. So by using ''ld (hl), l'' we just set (hl) to zero. Ok, it is same but still... why to do such thing ? There are two reasons: ''ld (hl),l'' occupies just one byte in memory but ''ld (hl),0'' occupies two bytes. And the second thing is that ''ld (hl),l'' is faster (4 T) than ''ld (hl),0'' (7 T). In this case it does not matter because the next instruction is LDIR which takes 21 T and will be repeated by several thousand times.<br />
The next difference is that we copy 6144 bytes. Why this ? It is because we want reuse registers HL and DE for the next LDIR which sets attribute area. After the very last operation of first LDIR the HL points to the first byte of attribute area, DE points to the second byte of attribute area. Looks familiar to you ? Should be. The first byte of attribute area was overwritten but is not important beacuse we have to overwrite it anyway.
==Faster clearing of pixel area==
[[LDIR]] is work horse. It can do much work. And actually it is not so slow.<br />
It does many thing:
#copies byte from (hl) to (de)
#increases HL and DE and decreases BC
#repeats until BC equals to 0
If you try to write an assembly code which mimics LDIR you will end with code which is bigger and slower than LDIR. So what to do ? We just cut number of operations to minimum:
*we don't need to copy bytes, we just want set (hl) to some value
*sometimes we don't need increase 16-bit register HL, for 255 cases of 256 we are good with increasing just 8-bit register L
*we don't need to check byte counter for every byte we filled. for example if we know that number of filled bytes is divisible by 4 we have to check byte counter for every four bytes.
The following routine exploits these assumptions:
<pre>
xor a
ld hl, 16384 ;first byte of pixel area
ld c, 6 ;6 * (256 * 4) = 6144
loop2
ld b, a ;set B to zero it will cause 256 repeations of loop
loop1
ld (hl), a ;set byte to zero
inc l ;move to the next byte
ld (hl), a
inc l
ld (hl), a
inc l
ld (hl), a
inc hl ;this time we are not sure that inc l will not cause overflow
djnz loop1 ;repeat for next 4 bytes
dec c
jr nz, loop2 ;outer loop. repeat for next 1024 bytes.
</pre>
We take closer look at the routine. We use BC register to count bytes again but in different way. The usual way would be
<pre>
ld bc, count
loop
{do something} ;just some operation
dec bc ;decrease BC. this instruction does not affect flags
ld a, b ;so we have to check condition (BC equals 0) in different way
or c ;if B and C are equal to zero then result of (B OR C) is zero too
jp nz, loop ;if not zero then repeat
</pre>
This is simple but we use four instructions to decrease BC, check if it equals to zero and jump to the next iteration if it is not. It takes too much time. So, is there an instruction which do these thing at once ? Sadly, no. But there is [[DJNZ]] instruction which do very similar thing. It decreases B register and if it does not equals to 0 it will make relative jump. But there is disadvantage. The register B can hold only values from range 0 to 255. What happens if B is equal to zero ? Well, DJNZ decreases value, it overflows and B equals to 255. Then DJNZ checks if DJNZ is zeroed. It has value 255 so relative jump occurs. So for inital value 0 in B register DJNZ will repeat for 256 times.<br />
After that it is time to decrease C register and repeat inner loop. You can think about it like we use fictional register CB where C keeps most significant byte and B keeps less significant byte.<br />
The second trick we use is that we do not check BC after every ''ld (hl), a'' and ''inc hl'' instructions. It is because these two instructions takes only little of time and significant amount of time will be spended not by real work but by checking if we already finished work. If we know that number of operations is divisible by some number we can do checks occassionaly. This technique is called [[Loop unrolling]].
And the last trick is that we replaced some instructions ''inc hl'' by quicker ''inc l''.
<pre>
instruction HL(dec) HL(hex) H(hex) L(hex)
254 $00fe $00 $fe
after INC HL 255 $00ff $00 $ff
after INC HL 256 $0100 $01 $00
after INC HL 257 $0101 $01 $01
254 $00fe $00 $fe
after INC L 255 $00ff $00 $ff
after INC L 0 $0000 $00 $00
after INC L 1 $0001 $00 $01
254 $00fe $00 $fe
after INC L 255 $00ff $00 $ff
after INC HL 256 $0100 $01 $00
after INC L 257 $0101 $01 $01
</pre>
You can see that for most of times instructions ''inc l'' have same effect as ''inc hl''. So we can replace ''inc hl'' by ''inc l'' for most case but have to secure that when time comes we will use ''inc hl''. As we start with value $4000 in register HL and every fourth increasing of HL is done by ''inc hl'' we know that for 256th increasing of HL when overflow of L register would occur we use ''inc hl'' to get proper result.
So how fast is our routine ?
The original routine with LDIR takes cca 129000 T. This routine takes cca 91000 T.
==Very fast clearing of pixel area==
Now we show how do the job in very fast way. The question is "What is the fastest way to write one byte ?" Well it is ''ld (hl), a'' (or another from ''ld (hl), r'' family) instruction and we already used it. So ?
If you ask "What is the fastest to write ''two'' bytes ?" you do not get answer "Two times ''ld (hl), a''...". Because the fastest way how to write two bytes to memory is [[PUSH]] instruction.
PUSH instruction is used to store pair register to stack. As stack is in memory as screen is, it is possible to set stack pointer is such way that by pushing values you write to screen. PUSH takes 11 T and it stores two bytes in memory and decreases stack pointer. If you want to do same thing by pair of ''ld (hl), a'' and ''inc l'' instructions it will take 22T. Obviously, PUSH is two times faster than previous method. As everything in the real world it has some disadvantages. You have to store stack pointer and renew it when you finish work. More important think is that you have to disable interrupt as it uses stack to store return address (and probably saves registers on stack too) so it would lead to crash of whole system.
<pre>
di ;disable interrupt
ld (stack + 1), sp ;store current stack pointer
ld hl, 0 ;this value will be stored on stack
ld sp, 16384 + 6144
ld c, 3
loop2
ld b, l ;set B to 0. it causes that DJNZ will repeat 256 times
loop1
push hl ;store hl on stack
push hl ;next
push hl ;these four push instruction stores 8 bytes on stack
push hl
djnz loop1 ;repeat for next 8 bytes
dec c
jr nz, loop2
stack
ld sp, 0 ;parameter will overwritten
ei
</pre>
In real code you probably unroll loop to such way that you avoid nested loops and use just DJNZ loop.
==Final words==
You could ask "What is really used in games ?" Well, it depends. Actually, there is not many games which really clears screen during gameplay. Many of them use back buffer to construct partial portion of screen and then copy this back buffer to screen. If there is need to clear such buffer usually ''push'' method is used. But not always. For example Knight Lore uses very simple routine even slower than everything in this section. Still the game has very nice presentation. Other games use clever methods to update just portion screen without clearing or redrawing of whole playing area. If you are interested in this check [[Drawing strategy]] page.
But every game uses other screens like menu, higscore, options. For transitions between these screen typically LDIR method is used. There is no hurry and it still makes its job in less than 0.04 second. That is it.
dopodws4j12klyph0odzp76yta7iv1r
3791
3741
2024-01-07T16:57:50Z
82.69.18.163
Whitespace, for editing sake as fandom.com message threatening deletiong of inactive wiki page.
3791
wikitext
text/x-wiki
On ZX 48 screen lays on address 16384 and takes exactly 6912 bytes. First 6144 bytes are reserved for pixel information, next 768 are reserved for attributes. So by clearing screen we understand filling whole pixel area by zero (and possibly setting attributes).
==Simple and slow clearing of pixel area==
<pre>
ld hl, 16384 ;pixels
ld de, 16385 ;pixels + 1
ld bc, 6143 ;pixels area length - 1
ld (hl), 0 ;set first byte to '0'
ldir ;copy bytes
</pre>
How it works? We use [[LDIR]] to do most of work. LDIR instruction is designed to copy block of data and it does the whole thing by copying bytes one by one. After copying one byte it increases HL and DE by one and decreases BC by one. If BC is not equal to 0 the whole procces repeats.
So we set source to the first byte pixel area and destination to the second byte of pixel area. LDIR takes value of first byte of source and copies it to the first byte of destination. Then continue to second byte of source. As second byte of source shares same address as first byte destination this byte was just setted.
The only thing we have to do is set the very first byte of source to zero which we do by instruction ''ld (hl), 0''.
See diagram:
<pre>
Step HL DE BC memory memory memory
16384 16385 16386
before
LDIR 16384 16385 6143 00 ?? ??
after
1.step 16385 16386 6142 00 00 ??
</pre>
The another interesting thing is that we copy only 6143 bytes but pixel area has length of 6144 bytes. Let us see on the last step. Register BC keeps value 1. HL and DE were increased for every step we previously did. So just before last step HL points to adress 16384+6142 which is last but one byte of pixels and DE points to address 16385+6142 which is last byte of pixels. So the very last copy operation changes value in the last byte. If we copy 6144 bytes the last copy operation would rewrite first byte of attributes.
==Simple and slow clearing of screen==
<pre>
ld a, 56 ;attributte
ld hl, 16384 ;pixels
ld de, 16385 ;pixels + 1
ld bc, 6144 ;pixel area
ld (hl), l ;set first byte to '0' as HL = 16384 = $4000 therefore L = 0
ldir ;copy bytes
ld bc, 767 ;attribute area length - 1
ld (hl), a ;set first byte to attribute value
ldir ;copy bytes
</pre>
This routine is very similar to previous but there are some little differencies:<br />
We use ''ld (hl), l'' to set value of first byte in pixel area. Is that ok ? So what is actually in register L ? Previously we set HL to 16384 which is $4000 in hexadecimal form. From hexadecimal form we can see that lower byte of value 16384 is actually 0. So by using ''ld (hl), l'' we just set (hl) to zero. Ok, it is same but still... why to do such thing ? There are two reasons: ''ld (hl),l'' occupies just one byte in memory but ''ld (hl),0'' occupies two bytes. And the second thing is that ''ld (hl),l'' is faster (4 T) than ''ld (hl),0'' (7 T). In this case it does not matter because the next instruction is LDIR which takes 21 T and will be repeated by several thousand times.<br />
The next difference is that we copy 6144 bytes. Why this ? It is because we want reuse registers HL and DE for the next LDIR which sets attribute area. After the very last operation of first LDIR the HL points to the first byte of attribute area, DE points to the second byte of attribute area. Looks familiar to you ? Should be. The first byte of attribute area was overwritten but is not important beacuse we have to overwrite it anyway.
==Faster clearing of pixel area==
[[LDIR]] is work horse. It can do much work. And actually it is not so slow.<br />
It does many thing:
#copies byte from (hl) to (de)
#increases HL and DE and decreases BC
#repeats until BC equals to 0
If you try to write an assembly code which mimics LDIR you will end with code which is bigger and slower than LDIR. So what to do ? We just cut number of operations to minimum:
*we don't need to copy bytes, we just want set (hl) to some value
*sometimes we don't need increase 16-bit register HL, for 255 cases of 256 we are good with increasing just 8-bit register L
*we don't need to check byte counter for every byte we filled. for example if we know that number of filled bytes is divisible by 4 we have to check byte counter for every four bytes.
The following routine exploits these assumptions:
<pre>
xor a
ld hl, 16384 ;first byte of pixel area
ld c, 6 ;6 * (256 * 4) = 6144
loop2
ld b, a ;set B to zero it will cause 256 repeations of loop
loop1
ld (hl), a ;set byte to zero
inc l ;move to the next byte
ld (hl), a
inc l
ld (hl), a
inc l
ld (hl), a
inc hl ;this time we are not sure that inc l will not cause overflow
djnz loop1 ;repeat for next 4 bytes
dec c
jr nz, loop2 ;outer loop. repeat for next 1024 bytes.
</pre>
We take closer look at the routine. We use BC register to count bytes again but in different way. The usual way would be
<pre>
ld bc, count
loop
{do something} ;just some operation
dec bc ;decrease BC. this instruction does not affect flags
ld a, b ;so we have to check condition (BC equals 0) in different way
or c ;if B and C are equal to zero then result of (B OR C) is zero too
jp nz, loop ;if not zero then repeat
</pre>
This is simple but we use four instructions to decrease BC, check if it equals to zero and jump to the next iteration if it is not. It takes too much time. So, is there an instruction which do these thing at once ? Sadly, no. But there is [[DJNZ]] instruction which do very similar thing. It decreases B register and if it does not equals to 0 it will make relative jump. But there is disadvantage. The register B can hold only values from range 0 to 255. What happens if B is equal to zero ? Well, DJNZ decreases value, it overflows and B equals to 255. Then DJNZ checks if DJNZ is zeroed. It has value 255 so relative jump occurs. So for inital value 0 in B register DJNZ will repeat for 256 times.<br />
After that it is time to decrease C register and repeat inner loop. You can think about it like we use fictional register CB where C keeps most significant byte and B keeps less significant byte.<br />
The second trick we use is that we do not check BC after every ''ld (hl), a'' and ''inc hl'' instructions. It is because these two instructions takes only little of time and significant amount of time will be spended not by real work but by checking if we already finished work. If we know that number of operations is divisible by some number we can do checks occassionaly. This technique is called [[Loop unrolling]].
And the last trick is that we replaced some instructions ''inc hl'' by quicker ''inc l''.
<pre>
instruction HL(dec) HL(hex) H(hex) L(hex)
254 $00fe $00 $fe
after INC HL 255 $00ff $00 $ff
after INC HL 256 $0100 $01 $00
after INC HL 257 $0101 $01 $01
254 $00fe $00 $fe
after INC L 255 $00ff $00 $ff
after INC L 0 $0000 $00 $00
after INC L 1 $0001 $00 $01
254 $00fe $00 $fe
after INC L 255 $00ff $00 $ff
after INC HL 256 $0100 $01 $00
after INC L 257 $0101 $01 $01
</pre>
You can see that for most of times instructions ''inc l'' have same effect as ''inc hl''. So we can replace ''inc hl'' by ''inc l'' for most case but have to secure that when time comes we will use ''inc hl''. As we start with value $4000 in register HL and every fourth increasing of HL is done by ''inc hl'' we know that for 256th increasing of HL when overflow of L register would occur we use ''inc hl'' to get proper result.
So how fast is our routine ?
The original routine with LDIR takes cca 129000 T. This routine takes cca 91000 T.
==Very fast clearing of pixel area==
Now we show how do the job in very fast way. The question is "What is the fastest way to write one byte ?" Well it is ''ld (hl), a'' (or another from ''ld (hl), r'' family) instruction and we already used it. So ?
If you ask "What is the fastest to write ''two'' bytes ?" you do not get answer "Two times ''ld (hl), a''...". Because the fastest way how to write two bytes to memory is [[PUSH]] instruction.
PUSH instruction is used to store pair register to stack. As stack is in memory as screen is, it is possible to set stack pointer is such way that by pushing values you write to screen. PUSH takes 11 T and it stores two bytes in memory and decreases stack pointer. If you want to do same thing by pair of ''ld (hl), a'' and ''inc l'' instructions it will take 22T. Obviously, PUSH is two times faster than previous method. As everything in the real world it has some disadvantages. You have to store stack pointer and renew it when you finish work. More important think is that you have to disable interrupt as it uses stack to store return address (and probably saves registers on stack too) so it would lead to crash of whole system.
<pre>
di ;disable interrupt
ld (stack + 1), sp ;store current stack pointer
ld hl, 0 ;this value will be stored on stack
ld sp, 16384 + 6144
ld c, 3
loop2
ld b, l ;set B to 0. it causes that DJNZ will repeat 256 times
loop1
push hl ;store hl on stack
push hl ;next
push hl ;these four push instruction stores 8 bytes on stack
push hl
djnz loop1 ;repeat for next 8 bytes
dec c
jr nz, loop2
stack
ld sp, 0 ;parameter will overwritten
ei
</pre>
In real code you probably unroll loop to such way that you avoid nested loops and use just DJNZ loop.
==Final words==
You could ask "What is really used in games ?" Well, it depends. Actually, there is not many games which really clears screen during gameplay. Many of them use back buffer to construct partial portion of screen and then copy this back buffer to screen. If there is need to clear such buffer usually ''push'' method is used. But not always. For example Knight Lore uses very simple routine even slower than everything in this section. Still the game has very nice presentation. Other games use clever methods to update just portion screen without clearing or redrawing of whole playing area. If you are interested in this check [[Drawing strategy]] page.
But every game uses other screens like menu, higscore, options. For transitions between these screen typically LDIR method is used. There is no hurry and it still makes its job in less than 0.04 second. That is it.
se7ig5w0aa4y5drzttihyrd0phrxo2z
Diz snip
0
2010
3781
2019-07-15T14:58:21Z
The.lone.ghostman
40156122
Created page with "[[File:Placeholder|video|right|300px]] [[File:Placeholder|right|300px]] Write the first paragraph of your page here. ==Section heading== Write the first section of your pag..."
3781
wikitext
text/x-wiki
[[File:Placeholder|video|right|300px]] [[File:Placeholder|right|300px]]
Write the first paragraph of your page here.
==Section heading==
Write the first section of your page here.
==Section heading==
Write the second section of your page here.
q8k9gb2kz8in6jdnak0ja5d9n142uqe
Keyboard
0
1990
3724
2009-05-22T18:53:30Z
89.176.112.15
Created page with 'Key scan routine from game Party Worms <pre> get_key ld c, 254 ld b, c ld hl, key_table get_key3 in a, (c) push bc ld b, 5 get_key2 rrca jr c, get_key1 ld a, (hl) ld (...'
3724
wikitext
text/x-wiki
Key scan routine from game Party Worms
<pre>
get_key ld c, 254
ld b, c
ld hl, key_table
get_key3
in a, (c)
push bc
ld b, 5
get_key2
rrca
jr c, get_key1
ld a, (hl)
ld (key), a
pop bc
ret
get_key1
inc hl
djnz get_key2
pop bc
rlc b
bit 7, b
jr nz, get_key3
xor a
ld (key), a
ret
key_table
;FEFEh
.BYTE "cZXCV" ; c CAPS
;FDFEh
.BYTE "ASDFG"
;FBFEh
.BYTE "QWERT"
;F7FEh
.BYTE "12345"
;EFFEh
.BYTE "09876"
;DFFEh
.BYTE "POIUY"
;BFFEh
.BYTE "eLKJH" ; e ENTER
;7FFE
.BYTE " sMNB" ; s SYMBOL SHIFT
key .BYTE 0
</pre>
hfvfss8dgrzkj91y7rq1h5kd8t3654u
Main Page
0
1985
3714
2009-05-22T11:42:17Z
CreateWiki script
929702
moved [[Main Page]] to [[ZX Spectrum Snippets (ZXSS) Wiki]]: SEO
3714
wikitext
text/x-wiki
#REDIRECT [[ZX Spectrum Snippets (ZXSS) Wiki]]
9ovwpwk8n9ohm2n0pjq2dsna469hjth
Microoptimalization
0
1994
3743
2009-05-23T01:14:56Z
89.176.112.15
Created page with ' ==Comparing to zero== <pre> CP 0 OR A </pre> ==Jumps== ===Indirect jumps=== Sometimes you have ''[[JP]] xxxx'' instruction in your code which is executed very ofte...'
3743
wikitext
text/x-wiki
==Comparing to zero==
<pre>
CP 0 OR A
</pre>
==Jumps==
===Indirect jumps===
Sometimes you have ''[[JP]] xxxx'' instruction in your code which is executed very often.
''JP xxxx'' takes 10T but there is another instruction ''JP (HL)'' which takes only 4 T. Of course, HL is very handy register and sometime it is not posible to waste it just for some speed tuning. But there are ''JP (IX)'' and ''JP (IY)'' instructions too. Booth takes 8 T.
===Faked subroutine call===
Sometimes you want to use subroutine which manipulates stack.
===Conditionals jumps===
Be aware that of conditionals jump timing. ''JP cc, xxxx'' takes always 10T but ''[[JR]] cc, xx'' takes 12T if condition is true or 7T if condition is not true.
t2pxmyr5djyb0g6dzdzdsg4vlu5spzf
3744
3743
2009-05-23T01:30:55Z
89.176.112.15
3744
wikitext
text/x-wiki
==Loading value to register==
==Comparing==
===Comparing A register to zero===
''[[CP]] 0'' can be replaced by ''[[OR]] A''. It has same effect on Z flag but different effect on other flags. Another solution is ''[[SUB]] A''.
===Comparing register to limit value 2^x===
Code
<pre>
ld c, 0
loop
{do something}
inc c
ld a, c
cp 128
jr nz, loop
</pre>
can be replaced by
<pre>
ld c, 0
loop
{do something}
inc c
bit 7, c
jr nz, loop
</pre>
==Jumps==
===Indirect jumps===
Sometimes you have ''[[JP]] xxxx'' instruction in your code which is executed very often.
''JP xxxx'' takes 10T but there is another instruction ''JP (HL)'' which takes only 4 T. Of course, HL is very handy register and sometime it is not posible to waste it just for some speed tuning. But there are ''JP (IX)'' and ''JP (IY)'' instructions too. Booth takes 8 T.
===Faked subroutine call===
Sometimes you want to use subroutine which manipulates stack. Saving and restoring stack takes time.
Code
<pre>
ld hl, stack1
call subroutine
ld hl, stack2
call subroutine
...
subroutine
ld (subroutine_sp + 1), sp
ld sp, hl
....
subroutine_sp
ld sp, 0
ret
</pre>
can be replaced by
<pre>
ld sp, stack1
ld ix, return1
jp subroutine
return1
ld sp, stack2
ld ix, return2
return2
...
subroutine
...
jp (ix)
</pre>
===Conditionals jumps===
Be aware that of conditionals jump timing. ''JP cc, xxxx'' takes always 10T but ''[[JR]] cc, xx'' takes 12T if condition is true or 7T if condition is not true.
===Delayed jumps===
a3dce1btab09j667tkuc584w9f9qkuq
3745
3744
2009-05-23T01:39:49Z
89.176.112.15
3745
wikitext
text/x-wiki
==Loading value to register==
==Comparing==
===Comparing A register to zero===
''[[CP]] 0'' can be replaced by ''[[OR]] A''. It has same effect on Z flag but different effect on other flags. Another solution is ''[[SUB]] A''.
===Comparing register to limit value 2^x===
Code
<pre>
ld c, 0
loop
{do something}
inc c
ld a, c
cp 128
jr nz, loop
</pre>
can be replaced by
<pre>
ld c, 0
loop
{do something}
inc c
bit 7, c
jr nz, loop
</pre>
==Jumps==
===Indirect jumps===
Sometimes you have ''[[JP]] xxxx'' instruction in your code which is executed very often.
''JP xxxx'' takes 10T but there is another instruction ''JP (HL)'' which takes only 4 T. Of course, HL is very handy register and sometime it is not posible to waste it just for some speed tuning. But there are ''JP (IX)'' and ''JP (IY)'' instructions too. Booth takes 8 T.
===Faked subroutine call===
Sometimes you want to use subroutine which manipulates stack. Saving and restoring stack takes time.
Code
<pre>
ld hl, stack1
call subroutine
ld hl, stack2
call subroutine
...
subroutine
ld (subroutine_sp + 1), sp
ld sp, hl
....
subroutine_sp
ld sp, 0
ret
</pre>
can be replaced by
<pre>
ld sp, stack1
ld ix, return1
jp subroutine
return1
ld sp, stack2
ld ix, return2
return2
...
subroutine
...
jp (ix)
</pre>
===Conditionals jumps===
Be aware that of conditionals jump timing. ''JP cc, xxxx'' takes always 10T but ''[[JR]] cc, xx'' takes 12T if condition is true or 7T if condition is not true.
===Delayed jumps===
Take advantage of the fact that not every instruction has effect on flags. For example
<pre>
push hl
push de
or a
sbc hl, de
jr z, branch2
ld hl, data1
ld de, destination
...
branch2
ld hl, data2
ld de, destination
...
</pre>
can be written as
<pre>
push hl
push de
or a
sbc hl, de
ld de, destination
jr z, branch2
ld hl, data1
...
branch2
ld hl, data2
...
</pre>
6hjod6qt0q3t5qqm6rqxsgnd635soc3
3746
3745
2009-05-23T01:43:13Z
89.176.112.15
3746
wikitext
text/x-wiki
==Loading value to register==
==Comparing==
===Comparing A register to zero===
''[[CP]] 0'' can be replaced by ''[[OR]] A''. It has same effect on Z flag but different effect on other flags. Another solution is ''[[SUB]] A''.
===Comparing register to limit value 2^x===
Code
<pre>
ld c, 0
loop
{do something}
inc c
ld a, c
cp 128
jr nz, loop
</pre>
can be replaced by
<pre>
ld c, 0
loop
{do something}
inc c
bit 7, c
jr nz, loop
</pre>
==Jumps==
===Indirect jumps===
Sometimes you have ''[[JP]] xxxx'' instruction in your code which is executed very often.
''JP xxxx'' takes 10T but there is another instruction ''JP (HL)'' which takes only 4 T. Of course, HL is very handy register and sometime it is not posible to waste it just for some speed tuning. But there are ''JP (IX)'' and ''JP (IY)'' instructions too. Booth takes 8 T.
===Faked subroutine call===
Sometimes you want to use subroutine which manipulates stack. Saving and restoring stack takes time.
Code
<pre>
ld hl, stack1
call subroutine
ld hl, stack2
call subroutine
...
subroutine
ld (subroutine_sp + 1), sp
ld sp, hl
....
subroutine_sp
ld sp, 0
ret
</pre>
can be replaced by
<pre>
ld sp, stack1
ld ix, return1
jp subroutine
return1
ld sp, stack2
ld ix, return2
return2
...
subroutine
...
jp (ix)
</pre>
If you carefuly place code in such way that ''return1'' and ''return2'' addresses have same MSB then it is possible to change just LSB of IX.
===Conditionals jumps===
Be aware that of conditionals jump timing. ''JP cc, xxxx'' takes always 10T but ''[[JR]] cc, xx'' takes 12T if condition is true or 7T if condition is not true.
===Delayed jumps===
Take advantage of the fact that not every instruction has effect on flags. For example
<pre>
push hl
push de
or a
sbc hl, de
jr z, branch2
ld hl, data1
ld de, destination
...
branch2
ld hl, data2
ld de, destination
...
</pre>
can be written as
<pre>
push hl
push de
or a
sbc hl, de
ld de, destination
jr z, branch2
ld hl, data1
...
branch2
ld hl, data2
...
</pre>
94onyf3tmtuvkvc4flp2wt4h1c1jxh1
3747
3746
2009-05-23T01:44:43Z
89.176.112.15
3747
wikitext
text/x-wiki
==Loading value to register==
==Comparing==
===Comparing A register to zero===
''[[CP]] 0'' can be replaced by ''[[OR]] A''. It has same effect on Z flag but different effect on other flags. Another solution is ''[[SUB]] A''.
===Comparing register to limit value 2^x===
Code
<pre>
ld c, 0
loop
{do something}
inc c
ld a, c
cp 128
jr nz, loop
</pre>
can be replaced by
<pre>
ld c, 0
loop
{do something}
inc c
bit 7, c
jr nz, loop
</pre>
==Jumps==
===Indirect jumps===
Sometimes you have ''[[JP]] xxxx'' instruction in your code which is executed very often.
''JP xxxx'' takes 10T but there is another instruction ''JP (HL)'' which takes only 4 T. Of course, HL is very handy register and sometime it is not posible to waste it just for some speed tuning. But there are ''JP (IX)'' and ''JP (IY)'' instructions too. Booth takes 8 T.
===Faked subroutine call===
Sometimes you want to use subroutine which manipulates stack. Saving and restoring stack takes time.
Code
<pre>
ld hl, stack1
call subroutine
ld hl, stack2
call subroutine
...
subroutine
ld (subroutine_sp + 1), sp
ld sp, hl
....
subroutine_sp
ld sp, 0
ret
</pre>
can be replaced by
<pre>
ld sp, stack1
ld ix, return1
jp subroutine
return1
ld sp, stack2
ld ix, return2
return2
...
subroutine
...
jp (ix)
</pre>
If you carefuly place code in such way that ''return1'' and ''return2'' addresses have same MSB then it is possible to change just LSB of IX.
===Conditionals jumps===
Be aware that of conditionals jump timing. ''JP cc, xxxx'' takes always 10T but ''[[JR]] cc, xx'' takes 12T if condition is true or 7T if condition is not true.
===Delayed jumps===
Take advantage of the fact that not every instruction has effect on flags. For example
<pre>
or a
sbc hl, de
jr z, branch2
ld hl, data1
ld de, destination
...
branch2
ld hl, data2
ld de, destination
...
</pre>
can be written as
<pre>
or a
sbc hl, de
ld de, destination
jr z, branch2
ld hl, data1
...
branch2
ld hl, data2
...
</pre>
gxzbmlhz1xwv9ycbory85a9nxe0b8a9
Multiplication
0
1997
3756
2009-06-14T16:41:21Z
88.109.77.131
Created page with '== Multiplication (8-bit) == Multiplies the contents of H and E; the result is loaded into HL. <pre> ld l,0 ld d,l ld b,8 mult add hl,hl jr nc, noa...'
3756
wikitext
text/x-wiki
== Multiplication (8-bit) ==
Multiplies the contents of H and E; the result is loaded into HL.
<pre>
ld l,0
ld d,l
ld b,8
mult add hl,hl
jr nc, noadd
add hl,de
noadd djnz mult
</pre>
4pck9xixjscvwlb550limhb7bl4w34n
NOP
0
1992
3729
2009-05-22T19:42:15Z
89.176.112.15
Created page with 'No operation.<br/> This instruction does nothing. Just takes some time to execute. <pre> mnemonic opcode T-states flags NOP 00d 00h...'
3729
wikitext
text/x-wiki
No operation.<br/>
This instruction does nothing. Just takes some time to execute.
<pre>
mnemonic opcode T-states flags
NOP 00d 00h 4 no effect
</pre>
cwux2jbayj6rpmqtf5g8c0yebpt3lqb
Points
0
2000
3759
2009-06-18T18:00:12Z
88.109.26.46
Created page with '== PLOT a point (by altering screen memory) == Plots a single point using screen co-ordinates. The x and y co-ordinates should be loaded into registers D and C. <pre> l...'
3759
wikitext
text/x-wiki
== PLOT a point (by altering screen memory) ==
Plots a single point using screen co-ordinates. The x and y co-ordinates should be loaded into registers D and C.
<pre>
ld c,8
ld a,175
sub e
ret c
ld e,a
and a
rra
scf
rra
and a
rra
xor e
and 248
xor e
ld h,a
ld a,d
rlca
rlca
rlca
xor e
and 199
xor e
rlca
rlca
ld l,a
ld a,d
and 7
ld b,a
inc b
ld a,254
loop rrca
djnz loop
ld b,255
xor b
ld b,a
ld a,(hl)
or b
ld (hl),a
</pre>
75kxzx1380qntgji9y8s4nk9dmanpzl
3784
3759
2019-12-17T17:47:19Z
95.54.61.52
/* PLOT a point (by altering screen memory) */
3784
wikitext
text/x-wiki
== PLOT a point (by altering screen memory) ==
Plots a single point using screen co-ordinates. The x and y co-ordinates should be loaded into registers D and C.
<pre>
ld c,8
ld a,175
sub e
ret c
ld e,a
and a
rra
scf
rra
and a
rra
xor e
and 248
xor e
ld h,a
ld a,d
rlca
rlca
rlca
xor e
and 199
xor e
rlca
rlca
ld l,a
ld a,d
and 7
ld b,a
inc b
ld a,254
loop rrca
djnz loop
ld b,255
xor b
ld b,a
ld a,(hl)
or b
ld (hl),a</pre><pre>
shit</pre><pre>
</pre>
63nxs33f2tzfj1kp5y43efmjw80r72t
Printing characters
0
2013
3789
2021-01-07T16:16:38Z
87.124.131.122
Created page with "N"
3789
wikitext
text/x-wiki
N
l5kow8twpycom5t1cjmxhh9pj8vjcrt
Random generators
0
1995
3753
2009-06-14T16:24:25Z
88.109.77.131
Created page with '== Random Number Generator (8-bit) == Generates a psuedo random number between 00h and FFh; the random number is loaded into A. The seed for the random number is held at location...'
3753
wikitext
text/x-wiki
== Random Number Generator (8-bit) ==
Generates a psuedo random number between 00h and FFh; the random number is loaded into A. The seed for the random number is held at location RandSeed.
The contents of HL and DE are altered by this routine.
<pre>
ld hl,(RandSeed)
ld a,r
ld d,a
ld e,(hl)
add hl,de
add a,l
xor h
ld (RandSeed),hl
</pre>
s3vy9kyu017x43x3izdljkptk9esaul
3755
3753
2009-06-14T16:34:31Z
88.109.77.131
/* Random Number Generator (8-bit) */
3755
wikitext
text/x-wiki
== Random Number Generator (8-bit) ==
Generates a psuedo random number between 00h and FFh; the random number is loaded into A. The seed for the random number is held at location RandSeed.
<pre> ld hl,(RandSeed)
ld a,r
ld d,a
ld e,(hl)
add hl,de
add a,l
xor h
ld (RandSeed),hl </pre>
== Random Number Generator (16-bit) ==
Generates a psuedo random number between 0000h and FFFFh; the random number is loaded into HL. The seed for the random number is held at location RandSeed.
<pre> ld de,(RandSeed)
ld a,d
ld h,e
ld l,$FD
or a
sbc hl,de
sbc hl,de
ld d,0
sbc a,d
ld e,a
sbc hl,de
jr nc,Rand
inc hl
Rand ld (RandSeed),hl </pre>
ehq4xuk71h635pwu9bgb36hx6bj14vv
Simple beeper
0
2014
3790
2021-01-07T16:17:57Z
87.124.131.122
Created blank page
3790
wikitext
text/x-wiki
phoiac9h4m842xq45sp7s6u21eteeq1
Square Roots
0
2001
3761
2009-06-18T18:25:33Z
88.109.26.46
Created page with '== Square Root (8-bit) == Find the sqaure root (integer) of an 8-bit number. The number to be square rooted should be loaded into A; the result will be returned in B. <pre> ...'
3761
wikitext
text/x-wiki
== Square Root (8-bit) ==
Find the sqaure root (integer) of an 8-bit number. The number to be square rooted should be loaded into A; the result will be returned in B.
<pre>
ld b,255
loop inc b
inc b
sub b
jr nc,loop
srl
</pre>
== Square Root (16-bit) ==
Find the square root (integer) of a 16-bit number. The number to be square rooted should be loaded into HL; the result will be returned in A.
<pre>
ld a,255
ld d,a
ld e,a
loop add hl,de
inc a
dec e
dec de
jr c,loop
</pre>
sry81jdpfj4u3t18niwgisxmg7g5pbr
Using ROM to read keys
0
2002
3764
2009-06-21T10:43:34Z
79.79.218.0
Created page with '== Wait for a Single Keypress == Routine which waits for a single key to pressed. The ASCII code of the key is loaded into A. <pre> ld hl,23560 ld (hl),0 loop ...'
3764
wikitext
text/x-wiki
== Wait for a Single Keypress ==
Routine which waits for a single key to pressed. The ASCII code of the key is loaded into A.
<pre>
ld hl,23560
ld (hl),0
loop ld a,(hl)
cp 0
jr z,loop
ret
</pre>
lhxsmn95pss0rnnn3ul4qilbi13ocs6
3766
3764
2009-06-21T10:43:47Z
79.79.218.0
3766
wikitext
text/x-wiki
== Wait for a Single Keypress ==
Routine which waits for a single key to pressed. The ASCII code of the key is loaded into A.
<pre>
ld hl,23560
ld (hl),0
loop ld a,(hl)
cp 0
jr z,loop
</pre>
pl6zs8kroj9a9bmlm1ufah42y6fkb0q
Z80 instruction set
0
1991
3725
2009-05-22T19:13:01Z
89.176.112.15
Created page with ' Processor Z80 has raher big instruction set.'
3725
wikitext
text/x-wiki
Processor Z80 has raher big instruction set.
p0gvqhot923ae5z341h55k8eodhxh2s
3727
3725
2009-05-22T19:28:29Z
89.176.112.15
3727
wikitext
text/x-wiki
Processor Z80 has rather big instruction set. It can be divided into several groups:
*Data manipulation
**[[EX]]
**[[EXX]]
**[[LD]]
**[[LDD]]
**[[LDDR]]
**[[LDI]]
**[[LDIR]]
**[[POP]]
**[[PUSH]]
*Rotations and shifts
**[[RL]] - rotate left
**[[RLA]] - rotate accumulator left
**[[RLC]] - rotate left through carry
**[[RLCA]] - rotate accumulator left through carry
**[[RLD]]
**[[RR]]
**[[RRA]]
**[[RRC]]
**[[RRCA]]
**[[RRD]]
**[[SLA]]
**[[SRA]]
**[[SRL]]
f4sgxf7hxw78xh85uu75ne0cpdn8j17
3728
3727
2009-05-22T19:36:00Z
89.176.112.15
3728
wikitext
text/x-wiki
Processor Z80 has rather big instruction set. It can be divided into several groups:
*Data manipulation
**[[EX]]
**[[EXX]]
**[[LD]]
**[[LDD]]
**[[LDDR]]
**[[LDI]]
**[[LDIR]]
**[[POP]]
**[[PUSH]]
*Rotations and shifts
**[[RL]] - rotate left
**[[RLA]] - rotate accumulator left
**[[RLC]] - rotate left through carry
**[[RLCA]] - rotate accumulator left through carry
**[[RLD]]
**[[RR]]
**[[RRA]]
**[[RRC]]
**[[RRCA]]
**[[RRD]]
**[[SLA]]
**[[SRA]]
**[[SRL]]
*Program flow control
**[[CALL]]
**[[DJNZ]]
**[[JP]]
**[[JR]]
**[[NOP]]
**[[RET]]
**[[RETI]]
**[[RETN]]
**[[RST]]
c7p9aci5ug23781906dk0sv7138u2j3
ZX Spectrum Snippets (ZXSS) Wiki
0
1461
3706
2009-05-22T11:42:03Z
Default
49312
3706
wikitext
text/x-wiki
<mainpage-leftcolumn-start />
<div style="text-align:center;"><br /><big>'''Welcome to {{SITENAME}}'''</big><br />The wiki about (fill in topic) that [[Help:Editing|anyone can edit]]. [[Special:Allpages|{{NUMBEROFARTICLES}} articles]] since (Month) (Year)</div>
==Contents==
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|-
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|-
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|-
|
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|
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|}
==What's new==
* Date- News text
* Date- News text
==Contribute to this wiki==
To write a new article, just enter the article title in the box below.
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'''Not sure where to start?'''
* Check out '''[[Help:Starting this wiki]]''' for some tips
* If you are new to wikis, check '''[[Help:Getting Started|Help:Getting Started]]'''
* Check out the '''[[Project:Community Portal|community portal]]''' to see what the community is working on
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==Featured article==
[[Image:Feature.png|thumb|right|150px]]
''Fill me in with the first paragraph of an article that you wish to feature. Don't forget to include a link to the article so your visitors can read the whole thing.''
==Featured Video==
''Use this section to show a featured image or video''
[[Video:Wikis in Plain English|left|300px]]
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<mainpage-leftcolumn-start />
<div style="text-align:center;"><br /><big>'''Welcome to {{SITENAME}}'''</big><br />The wiki about (fill in topic) that [[Help:Editing|anyone can edit]]. [[Special:Allpages|{{NUMBEROFARTICLES}} articles]] since (Month) (Year)</div>
==Contents==
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*Add link to article here
|-
|
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|
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==What's new==
* Date- News text
* Date- News text
==Contribute to this wiki==
To write a new article, just enter the article title in the box below.
<createbox>
width=24
break=no
buttonlabel=Create new article
</createbox>
'''Not sure where to start?'''
* Check out '''[[Help:Starting this wiki]]''' for some tips
* If you are new to wikis, check '''[[Help:Getting Started|Help:Getting Started]]'''
* Check out the '''[[Project:Community Portal|community portal]]''' to see what the community is working on
<mainpage-endcolumn />
<mainpage-rightcolumn-start />
==Featured article==
[[Image:Feature.png|thumb|right|150px]]
''Fill me in with the first paragraph of an article that you wish to feature. Don't forget to include a link to the article so your visitors can read the whole thing.''
==Featured Video==
''Use this section to show a featured image or video''
[[Video:Wikis in Plain English|left|300px]]
<mainpage-endcolumn />
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==Contents==
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*[[Read me]]
*[[Z80 Tutorial]]
**[[Z80 registers]]
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==What's new==
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*[[Read me]]
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**[[Z80 registers]]
**[[Z80 instruction set]]
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*[[Read me]]
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**[[Z80 registers]]
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*[[Read me]]
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==What's new==
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*[[Read me]]
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*[[Read me]]
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*[[Read me]]
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**[[Math]]
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**[[Printing characters]]
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*[[Read me]]
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*[[Read me]]
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**[[Disks]]
***[[TR-DOS]]
***[[MGT]]
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*[[Read me]]
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**[[Z80 registers]]
**[[Z80 instruction set]]
* General
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**[[Moving data]]
**[[Data structures]]
**[[Math]]
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***[[Dividing]]
***[[Square Roots]]
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**[[Disks]]
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***[[MGT]]
**[[DIVide]]
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*[[Read me]]
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#REDIRECT [[Talk:ZX Spectrum Snippets (ZXSS) Wiki]]
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Use this page to discuss design and content changes to the '''[[{{int:mainpage}}|main page]]'''. For general wiki discussion, please visit the '''[[Project:Community Portal|Community Portal]]''' or '''[[Forum:Index|Forums]]'''.
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Use this page to discuss design and content changes to the '''[[{{int:mainpage}}|main page]]'''. For general wiki discussion, please visit the '''[[Project:Community Portal|Community Portal]]''' or '''[[Forum:Index|Forums]]'''.
----
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The '''Delete page script''' account is used by Wikia Staff to make automated deletions across multiple pages or multiple wikis.
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Hi, I am Jimbo, the founder, along with Angela, of Wikia, and the founder of Wikipedia.
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* ''[[Special:Contributions/MediaWiki default|Contributions]]''
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User:Moli.wikia
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It's my page
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Welcome to my page :-)
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User:SVG
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{{w:User:SVG}}
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User:Sannse
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{{Wikia:User:Sannse}}
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Sannse
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Updating user page
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{{int:User Sannse}}
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User:Scarecroe
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{{w:scarecroewikis}}
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User:Scarecroe/Monaco-sidebar
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* Special:Search|Search
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User:Spam cleanup script
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The '''Spam cleanup script''' automatically removes links that are blacklisted because of spamming. Please see [[Wikia:Spam cleanup script]] for more details.
* ''[[Special:Contributions/Spam cleanup script|Spam cleanup script contributions]]''
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User:The.lone.ghostman
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FANDOM
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Welcome to ZX Spectrum Snippets (ZXSS) Wiki!
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[[File:Placeholder|thumb|220px]]
This is your user page. Please edit this page to tell the community about yourself!
==My favorite pages==
* Add links to your favorite pages on the wiki here!
* Favorite page #2
* Favorite page #3
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User:Toughpigs
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{{w:dannywikis}}
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User:Uberfuzzy
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{{wikia:User:Uberfuzzy}}
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User:Wikia
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{{int:User Wikia}}
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User:Zuirdj
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{{w:User:Zuirdj}}
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User talk:79.79.218.0
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2009-06-21T10:43:37Z
Wikia
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welcoming new contributor
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Hi, welcome to ZX Spectrum Snippets (ZXSS) Wiki. Thanks for your edit to the [[:Using ROM to read keys]] page.
'''[[Special:Userlogin|Please sign in and create a user name]]'''. It's an easy way to keep track of your contributions and helps you communicate with the rest of the community.
Please leave a message on [[User talk:Fikee|my talk page]] if I can help with anything! -- [[User:Fikee|Fikee]] ([[User_talk:Fikee|Talk]]) 10:43, 21 June 2009
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User talk:88.109.26.46
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2009-06-18T17:50:13Z
Wikia
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welcoming new contributor
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Hi, welcome to ZX Spectrum Snippets (ZXSS) Wiki. Thanks for your edit to the [[:Border]] page.
'''[[Special:Userlogin|Please sign in and create a user name]]'''. It's an easy way to keep track of your contributions and helps you communicate with the rest of the community.
Please leave a message on [[User talk:Fikee|my talk page]] if I can help with anything! -- [[User:Fikee|Fikee]] ([[User_talk:Fikee|Talk]]) 17:50, 18 June 2009
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User talk:88.109.77.131
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1996
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2009-06-14T16:24:27Z
Wikia
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welcoming new contributor
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Hi, welcome to ZX Spectrum Snippets (ZXSS) Wiki. Thanks for your edit to the [[:Random generators]] page.
'''[[Special:Userlogin|Please sign in and create a user name]]'''. It's an easy way to keep track of your contributions and helps you communicate with the rest of the community.
Please leave a message on [[User talk:Fikee|my talk page]] if I can help with anything! -- [[User:Fikee|Fikee]] ([[User_talk:Fikee|Talk]]) 16:24, 14 June 2009
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User talk:Angela
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{{wikia:User talk:Angela}}
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User talk:CatherineMunro
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{{wikia:User talk:CatherineMunro}}
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User talk:Fikee
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CatherineMunro
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== Welcome! ==
Hi Fikee -- we are excited to have '''ZX Spectrum Snippets (ZXSS) Wiki''' as part of the Wikia community! Thanks for joining us, and we'd like to give you some tips to help you get started on making your wiki great.
=== '''Your first four steps:''' ===
1. '''Create your [[User:Fikee|User Page]]''' - this is a great place to introduce yourself (and practice wiki-editing!)
2. '''Add a logo''' - learn how to [[w:c:help:Help:Logo|create a logo image]], then <span class="plainlinks">[[Special:Upload/Wiki.png|click here]]</span> to add it to the wiki.<div style="border: 1px solid black; margin: 0px 0px 5px 10px; padding: 5px; float: right; width: 25%;"><center>Create an article on this wiki:</center>
<createbox>
width=30
</createbox></div>
3. '''Create your first 10 articles''' - use the box on the right to create ten pages, starting each one off with a few sentences. For example if you are starting a wiki on a TV show, you might create an article for each main character.
4. '''Edit your Main Page''' - add internal links (<nowiki>[[like this]]</nowiki>) to the ten articles you just created, and any other improvements you can think of.
Once you've done these four things, you've created a great starting point -- your wiki looks friendly and ready for visitors. You can then invite some friends to help you create the next twenty pages, and expand the ones you've built.
Keep going! The more pages you create and link to each other, the sooner that others who are searching for "ZX Spectrum Snippets (ZXSS) Wiki" will be able find your project in search engines, read your content and join you in editing.
If you have more questions, we've provided a full set of [[Help:Contents|help pages]], or you can email us through our [[Special:Contact|contact form]]. Don't forget to check out other wikis on [[wikia:Wikia|Wikia]] for ideas on layout, organizing your pages, and more. Have fun!
Best wishes, [[User:CatherineMunro|Catherine Munro]] <staff />
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User talk:Jimbo Wales
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:''Please leave messages for me at the end of this page''
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User talk:KyleH
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1982
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{{w:User_talk:KyleH}}
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User talk:SVG
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SVG
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{{w:User talk:SVG}}
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User talk:The.lone.ghostman
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2011
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2019-07-15T14:58:21Z
FANDOM
32769624
Welcome to ZX Spectrum Snippets (ZXSS) Wiki!
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==Welcome==
Hi, welcome to {{SITENAME}}! I'm a member of FANDOM's Community Support team. Thank you for your edit to [[:Diz snip]]!
It looks as though none of the admins for this community are active right now, but if you need help, check out [[Help:Contents|help pages]] or stop by [[w:c:community:main page|Community Central]] to explore our [[w:c:community:Special:Forum|forums]].
You can also follow the [[w:c:community:Blog:Wikia_Staff_Blog|Staff blog]] to keep up-to-date with the latest news and events around Wikia. And don't forget to check out [[w:c:community:Wikia_University|FANDOM University]] for quick how-to videos.
Please [[User talk:Rappy 4187|leave me a message]] if I can help with anything.
Enjoy your time at {{SITENAME}}!
Rappy 4187 <staff /> <small>([[w:forums|help forum]] | [[w:sblog|blog]])</small> 14:58, July 15, 2019 (UTC)
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User talk:Uberfuzzy
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Welcome to my talk page. If you have a problem with the content of this wiki, please try to contact [[Special:ListUsers/sysop|admins]] of this wiki first. If you require general assistance from Wikia Staff, please use [[Special:Contact]].
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User talk:Wikia
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{{int:User Wikia}}
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ZX Spectrum Snippets (ZXSS) Wiki:About
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''This page is used to tell visitors all about {{SITENAME}}.''
''Click the "edit this page" link (above) to start this page and to tell people what this wiki is all about. You may wish to copy the introduction from its linking page on the [[wikia:Main Page|Central Wikia]] as a first version.''
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ZX Spectrum Snippets (ZXSS) Wiki:Administrators
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Different users have access to different functions of the site. While anyone can do most things on the site, including reading and editing, '''administrators''' can access a few additional functions.
== Administrator abilities ==
These additional functions include:
* Deleting and undeleting pages, page histories, and uploaded files.
* Locking ([[{{ns:project}}:Protected page|protecting]]) a page so it cannot be edited or renamed by users without admin rights or autoconfirmed status.
* Blocking IP addresses or user names from editing; and very quick "rollback" of undesirable edits.
* Editing the interface by changing system messages and skins.
== Bureaucrat abilities ==
A '''bureaucrat''' can make other users into bureaucrats or administrators on their own wiki.
Bureaucrats can also give users the ability to "rollback" edits not made in [[w:Assume good faith|good faith]].
== Staff ==
Wikia staff members have full access to all Wikia. They will be shown in [[Special:Listusers/staff]] on any wiki. Please use [[Special:Contact]] to contact Wikia staff.
== Who are this wiki's administrators? ==
The "founder" of a wiki, the person who first requested it, is given administrator access automatically. Founders are also given bureaucrat access so they can make any other user on their wiki an administrator or bureaucrat. For a complete list of users with administrator access, see [[Special:Listusers/sysop]].
You may also wish to list them on this page.
*[[User:Example]]
== How do I use administrator powers? ==
See [[Help:Administrators' how-to guide]] for a guide on using admin functions.
== Becoming an administrator ==
For you to become an administrator, someone with bureaucrat access must make you one. On larger Wikia, there will usually be a community page for requests, with a page name such as "[[{{ns:project}}:Requests for adminship]]". On a smaller wiki, you may simply ask on the community portal or [[Forum:Index|Forum]], or ask a bureaucrat directly on his or her talk page.
If there are no active bureaucrats and you wish to become an administrator or adopt the wiki, please contact the [[Help:Community Team|community staff]]. If there are other active editors but no active bureaucrats/admins, you should first discuss with them on who should become an admin, whether it be one of you, or all of you.
== What can administrators not do? ==
Administrators should not use their administrator powers to settle editing disputes; for example, to lock a page on a version he or she prefers in an editing dispute that isn't vandalism. Administrator powers should be used to help keep the wiki clear of vandalism, spam, and users who make malicious edits, but not for simple disagreements between users acting in [[w:Assume good faith|good faith]]. Ideally an admin shouldn't be considered "in charge". The ideal admin is just someone who is trusted to have a few extra buttons and to use them for the benefit of the Wikia community.
[[Category:Site administration|{{PAGENAME}}]]
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ZX Spectrum Snippets (ZXSS) Wiki:Bureaucrats
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#Redirect [[Project:Administrators]]
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ZX Spectrum Snippets (ZXSS) Wiki:Candidates for speedy deletion
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There are a few, limited, cases where pages may be '''[[Help:Deletion|deleted]] speedily'''. Non-admins can ask for an [[Help:User access levels|admin]] to delete such a page simply by adding a [[Template:Speedydelete|<nowiki>{{speedydelete}}</nowiki>]] tag.
A list of pages to be deleted can be found at [[:Category:Candidates for speedy deletion]].
When deleting, check the [[Help:Page history|page history]] first to see if you can [[Help:Reverting|revert]] to an older version instead of deleting the entire page.
You can consider turning problematic pages into relevant redirects as an alternative to deletion.
Ideally, when an admin deletes a test page or other page with no useful content, it is a good idea to put a note on the author's talk page explaining things, and preserving the deleted content, pointing them to the [[Project:Sandbox|sandbox]] in cases of tests.
==Examples of candidates for speedy deletion==
# No meaningful content or history (''e.g.'' random characters).
# Test pages (''e.g.'', "Can I really create a page here?").
# Pure [[Help:Vandalism|vandalism]] (see also [[Wikipedia:Wikipedia:Dealing with vandalism|dealing with vandalism]]).
# Very short pages with little or no context (''e.g.'', "He is a funny man that has created Factory and the Hacienda. And, by the way, his wife is great.")
# Reposted content that was already deleted according to policy.
# Pages that have been moved to another Wikia because they were uploaded in the wrong place.
# Temporarily deleting a page in order to [[Help:Moving pages|move a page]].
# Broken redirects or ones caused by typos during a page move.
# Duplicate images.
# Talk pages of already deleted articles.
# User talk pages of non-logged in users where the message is no longer relevant. (This is to avoid confusing new users who happen to edit with that same IP address.)
#Empty categories.
#User and talk pages on request of the user, where there is no significant abuse, and no administrative need to retain the page.
[[Category:Community|Candidates for speedy deletion]]
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ZX Spectrum Snippets (ZXSS) Wiki:Community Portal
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'''Welcome to {{SITENAME}}!''' The Community Portal is where this wiki community comes together to organize and discuss projects for the wiki. To see the most recent discussions, click the '''Discussion''' tab above.
You can find out more general information about the wiki on the [[Project:About|About]] page.
==New to wikis?==
* If you are new to wikis, you may want to read the '''[[Help:Tutorial 1|tutorial]]'''.
* There is some advice on getting this wiki started at '''[[Help:Starting this wiki]]'''.
* A list of most help pages can be found on '''[[Help:Contents]]''' and in '''[[:Category:Help]]'''.
==How to help out==
* If you want to help but you're not sure where to start, try improving the various '''[[:Category:Article stubs|stub]]''' articles by adding content.
* Another helpful activity would be to check the list of '''[[Special:WantedPages|wanted pages]]''' for frequently linked-to articles that don't exist yet.
* To follow the changes to this wiki, and to look out for new users and edits use '''[[Special:RecentChanges|recent changes]]'''.
* You can find a list of useful templates on '''[[:Category:Templates]]''', some of which are documented on '''[[{{ns:project}}:Templates]]'''.
* If you need help editing, you could start with '''[[Help:Editing]]''' or '''[[Help:Tutorial 1|the tutorial]]'''.
==Want to discuss stuff?==
* If you want to discuss anything specific to an article, you can use '''[[Help:Talk page|the talk page]]''' for that article.
* For more general discussions you can use the Discussion tab of this page, or a Forum if the forums have been set up.
==Things to do==
{{col-begin}}
{{col-2}}
; Useful activities
* Help expand some '''[[:Category:Article stubs|article stubs]]'''.
* '''[[Special:ShortPages|Locate]]''' and '''[[Template:Stub|mark]]''' pages that need expanding as [[:Category:Article stubs|article stubs]].
* Create links to some '''[[Special:LonelyPages|orphaned pages]]'''.
* Upload and add some images! Visit '''[[Special:Upload]]'''. Add them to a category too, like <nowiki>[[</nowiki>[[:Category:Images]]<nowiki>]]</nowiki>.
* Write a new article that's on the '''[[Special:WantedPages|the wanted list]]'''!
* Fix any '''[[Special:DoubleRedirects|double redirects]]''' by redirecting the first page to the third page.
* Check for '''[[Special:BrokenRedirects|broken redirects]]''' and either mark them for deletion or find a more appropriate target.
* Consider splitting up very '''[[Special:LongPages|long pages]]''' into different pages or subpages.
* Create some links on '''[[Special:DeadendPages|dead end pages]]'''.
* ''Add more...''
{{col-2}}
; Other useful special pages
*[[Special:BrokenRedirects]]
*[[Special:DoubleRedirects]]
*[[Special:ProblemReports]]
*[[Special:UncategorizedCategories]]
*[[Special:UncategorizedImages]]
*[[Special:UncategorizedPages]]
*[[Special:UnusedImages]]
*[[Special:WantedCategories]]
*'''Check out the full list of special pages at [[Special:SpecialPages]].'''
{{col-end}}
==Some other interesting pages==
* Want to find out what you've done so far? Visit [[Special:Mycontributions|your contributions page]].
* Find out more about the wiki on '''[[Special:WikiaStats]]''', '''[[Special:Statistics]]''' and '''[[Special:Version]]'''!
[[Category:Help|Community Portal]]
[[Category:Community| ]]
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ZX Spectrum Snippets (ZXSS) Wiki:Copyrights
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The '''text''' of this site is freely licensed under the terms of the '''GNU Free Documentation License''' (GFDL). Reusers of the content must retain it under the same licence, ensuring it remains free.
Please read the [[Wikia:Text of the GNU Free Documentation License]] for full details of this licence.
<!--- the exact wording of the paragraph below is required by the licence; please don't change it!--->
:<b>Permission is granted to copy, distribute and/or modify this document under the terms of the GNU Free Documentation License, Version 1.2 or any later version published by the Free Software Foundation; with no Invariant Sections, with no Front-Cover Texts, and with no Back-Cover Texts.</b>
:<b>A copy of the license is included in the section entitled "[[Wikia:Text of the GNU Free Documentation License|GNU Free Documentation License]]".</b>
:<b>Content on Wikia is covered by disclaimers and the Wikia terms of use (see below).</b>
==GNU Free Documentation License==
The '''GNU Free Documentation License''' ('''GFDL''') is a copyleft license for free content, designed by the Free Software Foundation (FSF).
The GFDL is a "copyleft" license, meaning the content can be copied, modified, and redistributed so long as the new version grants the same freedoms to others and acknowledges the authors of the Wikia page. Wikia content will, therefore, will remain free forever and can be used by anybody subject to certain restrictions, most of which serve to ensure that freedom.
Wikipedia, one of the web's most popular reference works, uses the GFDL. Using the same license as that site makes it easy for Wikia users to reuse the content from Wikipedia. You must adhere to the GFDL when using Wikipedia content.
Please note, do not submit copyrighted images or text without permission!
==Image guidelines==
GFDL or public domain images are strongly preferred on Wikia. Copyright-violating images are subject to deletion. Copyright information must be added to the image description page of every uploaded image. Images and other uploaded files may be available under an alternative free license, or used under fair use guidelines.
==See also==
For more information, see the following pages on the Central Wikia:
* [[Wikia:Wikia disclaimers]]
* [[Wikia:terms of use]]
* '''[[Wikia:Designated agent]]'''
* [[Wikia:Multi-licensing]]: License your own edits under the GFDL plus something else
[[Category:Copyright]]
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QATestsBot
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Update. Please see [[w:Wikia:Licensing update|Wikia:Licensing update]] for details
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:'''''Please see [[w:Wikia:Licensing|Wikia:Licensing]] for details of the licensing on this wiki.'''''
:'''<span style="color:red; font-size: 150%;">Warning!</span> Information below may be outdated or incorrect.'''
The '''text''' of this site is freely licensed under the terms of the '''GNU Free Documentation License''' (GFDL). Reusers of the content must retain it under the same licence, ensuring it remains free.
Please read the [[Wikia:Text of the GNU Free Documentation License]] for full details of this licence.
<!--- the exact wording of the paragraph below is required by the licence; please don't change it!--->
:<b>Permission is granted to copy, distribute and/or modify this document under the terms of the GNU Free Documentation License, Version 1.2 or any later version published by the Free Software Foundation; with no Invariant Sections, with no Front-Cover Texts, and with no Back-Cover Texts.</b>
:<b>A copy of the license is included in the section entitled "[[Wikia:Text of the GNU Free Documentation License|GNU Free Documentation License]]".</b>
:<b>Content on Wikia is covered by disclaimers and the Wikia terms of use (see below).</b>
==GNU Free Documentation License==
The '''GNU Free Documentation License''' ('''GFDL''') is a copyleft license for free content, designed by the Free Software Foundation (FSF).
The GFDL is a "copyleft" license, meaning the content can be copied, modified, and redistributed so long as the new version grants the same freedoms to others and acknowledges the authors of the Wikia page. Wikia content will, therefore, will remain free forever and can be used by anybody subject to certain restrictions, most of which serve to ensure that freedom.
Wikipedia, one of the web's most popular reference works, uses the GFDL. Using the same license as that site makes it easy for Wikia users to reuse the content from Wikipedia. You must adhere to the GFDL when using Wikipedia content.
Please note, do not submit copyrighted images or text without permission!
==Image guidelines==
GFDL or public domain images are strongly preferred on Wikia. Copyright-violating images are subject to deletion. Copyright information must be added to the image description page of every uploaded image. Images and other uploaded files may be available under an alternative free license, or used under fair use guidelines.
==See also==
For more information, see the following pages on the Central Wikia:
* [[Wikia:Wikia disclaimers]]
* [[Wikia:terms of use]]
* '''[[Wikia:Designated agent]]'''
* [[Wikia:Multi-licensing]]: License your own edits under the GFDL plus something else
[[Category:Copyright]]
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ZX Spectrum Snippets (ZXSS) Wiki:Policy
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There are very few '''policies''' which apply across all Wikia. These can be found on the Central Wikia at [[Wikia:Category:Policy]].
Other policies for this Wikia should be decided by the wiki community. It's generally best to keep policies as simple as possible, and not to introduce too many rules. A growing wiki can usually do well with a few simple policies and a lot of goodwill and cooperation.
Adding <code><nowiki>[[Category:Policy]]</nowiki></code> to any policy pages will add them to the policy category. This is found [[:Category:Policy|here]].
[[Category:Policy|*]]
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ZX Spectrum Snippets (ZXSS) Wiki:Privacy policy
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''Please see Central Wikia [[w:Terms of use#Collection_of_personal_information|Terms of use]].''
[[Category:Policy|Privacy policy]]
[[Category:Community|Privacy policy]]
[[Category:Site administration|Privacy policy]]
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ZX Spectrum Snippets (ZXSS) Wiki:Protected page
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[[Project:Administrators|Administrators]] can '''protect''' and '''unprotect''' pages, including ones that do not exist. Protection of a page or image usually means that a non-admin cannot modify it.
The majority of pages on all Wikia should remain publicly editable, and '''not protected'''. Pages may, however, be temporarily or permanently protected for legal reasons (for example, license texts should not be changed) or in cases of extreme vandalism or edit warring or abusive re-creation.
==Uses==
*Protecting highly vandalised pages, such as the [[Main Page]] on large wikis.
*Maintaining the integrity of the site's logo and favicon.
*Maintaining the integrity of key [[Project:copyrights|copyright]] and license pages.
*Preventing repeatedly created vandal or spam pages from creation. See [[Special:Protectedtitles]]
*Protecting the interface and system messages in the MediaWiki namespace (these are protected automatically)
A '''temporary''' protection is used for:
*Enforcing a "cool down" period to stop an "edit war", upon request.
*Protecting a page or image that has been a recent target of ''persistent'' vandalism or ''persistent'' edits by a banned user.
There is no need to protect personal .css and .js pages like user/monobook.css or user/cologneblue.js. Only the accounts associated with these pages (and admins) are able to edit them. (For more information on using these pages, see [[Help:User style]])
== Usage ==
Most pages and images are unprotected by default, only the site logo and favicons are automatically protected. You can protect editing, moving, or both by checking or unchecking the '''Unlock move permissions selection box'''.
*'''(default)''' means any user, whether logged in or anonymous, can edit or move the page.
*'''Block unregistered users''', or semi-protected, means anonymous users and new accounts less than 4 days old cannot edit and/or move pages.
*'''Sysops only''', or fully-protected, means only administrators may edit and/or move the page.
Pages can also be cascade protected, this will cause all images, pages, or templates transcluded onto the page to be fully protected, even if the main article is only semi-protected.
==Rules==
#Do not make the common mistake of protecting pages unnecessarily. For example, do not protect a page simply because it is the Main Page.
#Do not [[Help:Editing|edit]] a temporarily protected page except to add a notice explaining the page is protected.
#Do not protect a page you are involved in an edit dispute over. Admin powers are not editor privileges - admins should only act as servants to the user community at large.
#Avoid favoring one version of the article over another, unless one version is vandalism.
#Temporarily protected pages should not be left protected for very long.
#Talk pages and user talk pages are not protected except in extreme circumstances.
#The protection of a page on any particular version is not meant to express support for that version and requests should therefore not be made that the protected version be reverted to a different one.
[[Category:Site administration|{{PAGENAME}}]]
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ZX Spectrum Snippets (ZXSS) Wiki:Sandbox
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{{sandbox}}
<!--COMMENT Please do not make any changes above this line.
Feel free to make any changes below.
This is the sandbox where you can play and try out wiki editing safely. -->
This page is for any tests.
Welcome to the sandbox!
Anyone can edit this.
==Simple Editing==
To edit a page, click on the "edit" tab, usually near the top of the page. Then, edit the box in the page. Feel free to practice here, on this page. It's here just for you to practice.
A blank line indicates a paragraph separation.
You can link to another page by putting the name or title of that page in double square brackets.
<nowiki>[[Main Page]]</nowiki> becomes [[Main Page]].
==Simple Formatting==
Create headers by putting text inbetween repeated equal (=) signs. The more =, the lower level the heading is.
Create a bulleted list by starting each item with an asterisk (*)
* it's ok to make editing mistakes
* you can preview your work before saving it
* even after saving it, you or someone else can edit it again to make it even better
==Formatting for Emphasis==
Put single quote marks around words or phrases for formatting emphasis.
Two single quotes, like <nowiki>''italics''</nowiki> will create ''italics''.
Three single quotes, like <nowiki>'''bold text'''</nowiki> will create '''bold text'''.
----
Other stuff...
If you know HTML or CSS formatting commands, they can also be used in this wiki. One useful HTML command is <nowiki><br /></nowiki> which creates a line break.
If you want to show what a command looks like, rather than actually implementing the command, surround it with the '''nowiki''' command.
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ZX Spectrum Snippets (ZXSS) Wiki:Templates
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{{tocright}}
There are many '''templates''' in use in {{SITENAME}}; these are only a subset, representing some of the most important and commonly used ones. If you feel that a template belongs on this page, do not hesitate to add it.
* [[:Category:Templates]] should cover all templates in the wiki, categorized into the various subcategories.
* The Template namespace (found from [[Special:Allpages]]) always has all templates in the wiki, sorted alphanumerically.
== What are templates? ==
Wiki templates provide a means to insert the same content over and over in different (or the same) pages. This saves editors the hassle of duplicating the same text again and again, and also helps ensure consistency.
Templates are generally shown with the format required to use the template (e.g. <code>{{t|stub}}</code>). Clicking the template name takes you to the template's page, where you can see what it looks like and how it is used.
'''Detailed instructions on the usage of each template should exist on:
# '''a subpage using {{t|documentation}}'''; or
# the template page itself (inside "noinclude" tags); or
# the template's talk page.
For more information on templates, see [[Help:Templates]].
== [[:Category:Article management templates|Article management templates]] ==
=== Nominate an article for deletion ===
{{t|delete}}
* Add this to an article to nominate it for deletion. It will add the article to [[:Category:Candidates for deletion]].
{{t|speedydelete|reason}}
* Add this to an article for pages that qualify for [[{{ns:project}}:Candidates for speedy deletion|speedy deletion]].
=== Disambiguation articles ===
{{t|disambig}}
* If you have several articles that have similar or identical names, you may wish to create a "disambiguation" page at the main article name, with the articles taking an extra phrase in brackets afterwards. For example:
: '''[[The Prince]]''' <-- disambiguation page, with links to:
:: [[The Prince (frog)]]
:: [[The Prince (human)]]
* Using {{t|disambig}} marks an article as a disambiguation page by adding a banner to the article and categorizing it under [[:Category:Disambiguations]]. Add links to the various articles under the banner.
* For more information, see [[Help:Disambiguation]].
=== Stubs ===
{{t|stub}}
* When a page has little or no useful information, then it is likely a stub. This template will include them in [[:Category:Article stubs]], and is used to list which articles need expanding.
* For more information, see [[Help:Stubs]].
== [[:Category:Category templates|Category templates]] ==
=== General category template ===
{{t|category}}
* This can be added to categories to add general categorising details. Use in cases where it may be useful to point out to users how to categorise, such as popular categories.
=== Template category template ===
{{t|templatecategory}}
* This should be added to any template-related categories, to list template-specific categorising details, which differ from those of normal pages.
== [[:Category:General wiki templates|General wiki templates]] ==
=== Clear ===
{{t|clr}}, plus {{t|clrl}} and {{t|clrr}}
* This template is used to reduce the amount of non-wikicode used on pages, replacing the code <code><br style="clear:both;" /></code>. Its use should generally be avoided.
* You can use {{t|clr}} instead of the HTML tag that clears space below things like images, pictures and tables, so the following stuff doesn't begin until the bottom of the image, picture or table box.
* You can also use {{t|clrl}} or {{t|clrr}} to clear only left or right floats.
=== For ===
{{t|for|name|link}}
* Use at the top of articles as a simple "for x see y" template.
=== Main article ===
{{t|main|main article}}
* Use at the start of a section to link to the main article on it.
=== Right-aligned Table of Contents ===
{{t|tocright}}
* This template floats the table of contents (toc) on the right. It should only be used when absolutely necessary, to keep consistent design.
=== Sandbox ===
{{t|sandbox}}
* A template that should be used to head up all [[Project:Sandbox]] pages.
=== T is for template ===
{{t|t|template}}
* This template allows you to show example template code (with a link to the templates) without using the template itself. It is used extensively on this page.
=== Welcome ===
{{t|welcIP}} ''and'' {{t|welcome}}
*The first (with longer version "welcomeIP" for those of you who like typing more) is to welcome new non-vandalistic contributors who are "anonymous", identified only by their IP number; it encourages them to register.
* The second template is for welcoming new registered users. Should be customized for the wiki, indicating the pages we most want newcomers to visit.
*The above two templates are very suitable for having "subst:" prefixed, because they can be edited with additions or deletions appropriate to the apparent strengths of the person being welcomed; e.g. if the contributor has already demonstrated good wiki editing skills you could delete references to pages about "how to edit".
=== Wikipedia ===
{{t|wikipedia}}, {{t|wikipedia-deleted}}
* Wikipedia-related templates. Use {{t|wikipedia}} for articles taken directly from Wikipedia, and {{t|wikipedia-deleted}} for articles deleted from Wikipedia.
[[Category:Templates| ]]
==Where you may find more templates==
*[[w:c:templates|Wikia Templates]]
*Wikipedia; may be copied with the proper acknowledgment, but some need tweaking to work properly on Wikia, so use a Wikia one if possible.
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ZX Spectrum Snippets (ZXSS) Wiki talk:Community Portal
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[[Category:Community]]
This is the '''general discussion page''' for the wiki! New founders should leave a nice welcome message and encourage new visitors and editors to leave a note to get the conversation started.
----
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File:Example.jpg
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Cropped and resized from [[Commons:Image:LotusBud0048a.jpg]]
*Photographer: [[Commons:User:Fg2|Fg2]]
{{PD}}
[[Category:Images]]
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File:Feature.png
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[[Category:Images]]
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File:Forum new.gif
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*'''Description:''' Image from the Mini icon theme by Mark James
*'''Source:''' http://www.famfamfam.com/lab/icons/mini/
<br />
{{Permission}}
[[Category:Images]]
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File:Placeholder item.png
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Placeholder image for items.
[[Category:Images]]
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File:Placeholder location.png
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Placeholder image for locations.
[[Category:Images]]
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File:Placeholder other.png
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Placeholder image for "other".
[[Category:Images]]
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File:Placeholder person.png
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Placeholder image for people.
[[Category:Images]]
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File:Wikis in Plain English
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[[Category:Videos]]
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MediaWiki:Mainpage
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CreateWiki script
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ZX Spectrum Snippets (ZXSS) Wiki
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MediaWiki:Searchresulttext
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For more information about searching {{SITENAME}}, see [[Help:Searching]].
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Template:!
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<onlyinclude>|</onlyinclude>
{{documentation}}
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Template:!!
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||<noinclude>
{{documentation}}</noinclude>
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Template:!!/doc
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;Description
:This template is used for creating two pipes, in [[Help:Table|wikitables]] contained in [[Help:Parser functions|Parser functions]].
;Syntax
:Insert this template using <code>{{t|!!}}</code>
;See also
:[[m:Template:!!|Template:!!]] on Meta-Wiki.
<includeonly>[[Category:General wiki templates|{{PAGENAME}}]]</includeonly><noinclude>[[Category:Template documentation|{{PAGENAME}}]]</noinclude>
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Template:!/doc
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;Description
:This template is used for creating a pipe, in [[Help:Table|wikitables]] contained in [[Help:Parser functions|Parser functions]].
;Syntax
:Insert this template using <code>{{t|!}}</code>
;See also
:[[m:Template:!|Template:!]] on Meta-Wiki.
<includeonly>[[Category:General wiki templates|{{PAGENAME}}]]</includeonly><noinclude>[[Category:Template documentation|{{PAGENAME}}]]</noinclude>
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Template:Bigcat
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{| style="width:100%; margin-top:1em; border:1px solid #999; font-size:90%; text-align:center;"
|-
! style="background-color:#3366CC; color:#FFFFFF; padding:0.2em 0.5em;" | This is a very large category!
|-
! To see more of it, click the links below for specific letters, or click the "Next" (or "Prev") links.<br />Also note that subcategories are sorted alongside articles, so '''not all subcategories are visible on the first page'''.
|-
| style="text-align:center;" |
[{{fullurl:{{NAMESPACE}}:{{PAGENAME}}}} *] -
[{{fullurl:{{NAMESPACE}}:{{PAGENAME}}|from=A}} A] -
[{{fullurl:{{NAMESPACE}}:{{PAGENAME}}|from=B}} B] -
[{{fullurl:{{NAMESPACE}}:{{PAGENAME}}|from=C}} C] -
[{{fullurl:{{NAMESPACE}}:{{PAGENAME}}|from=D}} D] -
[{{fullurl:{{NAMESPACE}}:{{PAGENAME}}|from=E}} E] -
[{{fullurl:{{NAMESPACE}}:{{PAGENAME}}|from=F}} F] -
[{{fullurl:{{NAMESPACE}}:{{PAGENAME}}|from=G}} G] -
[{{fullurl:{{NAMESPACE}}:{{PAGENAME}}|from=H}} H] -
[{{fullurl:{{NAMESPACE}}:{{PAGENAME}}|from=I}} I] -
[{{fullurl:{{NAMESPACE}}:{{PAGENAME}}|from=J}} J] -
[{{fullurl:{{NAMESPACE}}:{{PAGENAME}}|from=K}} K] -
[{{fullurl:{{NAMESPACE}}:{{PAGENAME}}|from=L}} L] -
[{{fullurl:{{NAMESPACE}}:{{PAGENAME}}|from=M}} M] -
[{{fullurl:{{NAMESPACE}}:{{PAGENAME}}|from=N}} N] -
[{{fullurl:{{NAMESPACE}}:{{PAGENAME}}|from=O}} O] -
[{{fullurl:{{NAMESPACE}}:{{PAGENAME}}|from=P}} P] -
[{{fullurl:{{NAMESPACE}}:{{PAGENAME}}|from=Q}} Q] -
[{{fullurl:{{NAMESPACE}}:{{PAGENAME}}|from=R}} R] -
[{{fullurl:{{NAMESPACE}}:{{PAGENAME}}|from=S}} S] -
[{{fullurl:{{NAMESPACE}}:{{PAGENAME}}|from=T}} T] -
[{{fullurl:{{NAMESPACE}}:{{PAGENAME}}|from=U}} U] -
[{{fullurl:{{NAMESPACE}}:{{PAGENAME}}|from=V}} V] -
[{{fullurl:{{NAMESPACE}}:{{PAGENAME}}|from=W}} W] -
[{{fullurl:{{NAMESPACE}}:{{PAGENAME}}|from=X}} X] -
[{{fullurl:{{NAMESPACE}}:{{PAGENAME}}|from=Y}} Y] -
[{{fullurl:{{NAMESPACE}}:{{PAGENAME}}|from=Z}} Z]<br />
[{{fullurl:{{NAMESPACE}}:{{PAGENAME}}|from=0}} 0-9] -
[{{fullurl:{{NAMESPACE}}:{{PAGENAME}}|from=a}} a] -
[{{fullurl:{{NAMESPACE}}:{{PAGENAME}}|from=b}} b] -
[{{fullurl:{{NAMESPACE}}:{{PAGENAME}}|from=c}} c] -
[{{fullurl:{{NAMESPACE}}:{{PAGENAME}}|from=d}} d] -
[{{fullurl:{{NAMESPACE}}:{{PAGENAME}}|from=e}} e] -
[{{fullurl:{{NAMESPACE}}:{{PAGENAME}}|from=f}} f] -
[{{fullurl:{{NAMESPACE}}:{{PAGENAME}}|from=g}} g] -
[{{fullurl:{{NAMESPACE}}:{{PAGENAME}}|from=h}} h] -
[{{fullurl:{{NAMESPACE}}:{{PAGENAME}}|from=i}} i] -
[{{fullurl:{{NAMESPACE}}:{{PAGENAME}}|from=j}} j] -
[{{fullurl:{{NAMESPACE}}:{{PAGENAME}}|from=k}} k] -
[{{fullurl:{{NAMESPACE}}:{{PAGENAME}}|from=l}} l] -
[{{fullurl:{{NAMESPACE}}:{{PAGENAME}}|from=m}} m] -
[{{fullurl:{{NAMESPACE}}:{{PAGENAME}}|from=n}} n] -
[{{fullurl:{{NAMESPACE}}:{{PAGENAME}}|from=o}} o] -
[{{fullurl:{{NAMESPACE}}:{{PAGENAME}}|from=p}} p] -
[{{fullurl:{{NAMESPACE}}:{{PAGENAME}}|from=q}} q] -
[{{fullurl:{{NAMESPACE}}:{{PAGENAME}}|from=r}} r] -
[{{fullurl:{{NAMESPACE}}:{{PAGENAME}}|from=s}} s] -
[{{fullurl:{{NAMESPACE}}:{{PAGENAME}}|from=t}} t] -
[{{fullurl:{{NAMESPACE}}:{{PAGENAME}}|from=u}} u] -
[{{fullurl:{{NAMESPACE}}:{{PAGENAME}}|from=v}} v] -
[{{fullurl:{{NAMESPACE}}:{{PAGENAME}}|from=w}} w] -
[{{fullurl:{{NAMESPACE}}:{{PAGENAME}}|from=x}} x] -
[{{fullurl:{{NAMESPACE}}:{{PAGENAME}}|from=y}} y] -
[{{fullurl:{{NAMESPACE}}:{{PAGENAME}}|from=z}} z] -
[{{fullurl:{{NAMESPACE}}:{{PAGENAME}}|from=~}} ~]
|}<noinclude>
{{documentation}}</noinclude>
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Template:Bigcat/doc
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;Description
:This template is used to help navigate large categories (generally those over 200 articles).
;Syntax
:Type <code>{{t|bigcat}}</code> at the end of the category page.
;Sample output
:<code><nowiki>{{bigcat}}</nowiki></code> gives...
{{bigcat}}
<includeonly>[[Category:Category templates|{{PAGENAME}}]]</includeonly><noinclude>[[Category:Template documentation|{{PAGENAME}}]]</noinclude>
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Template:Box1 start
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{|width="100%" cellpadding="0px" cellspacing="0px"
|- valign="top"
| style="width:50%; padding:.5em; border:1px solid #c9c9ff; color:#000; background-color:#f3f3ff;" |<noinclude>
|}
{{documentation}}</noinclude>
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Template:Box1 start/doc
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;Description
:This template starts a blue box, as the first part of a two column box.
;Syntax
:Type <code>{{t|Box1 start}}</code>, then whatever you would like inside the first box, then <code>{{t|Box2 start}}</code> and whatever you want in the second box, ended by <code>{{t|Boxes end}}</code>.
:For example...
<pre>
{{Box1 start}}
Text
{{Box2 start}}
Text
{{Boxes end}}
</pre>
<includeonly>[[Category:General wiki templates|{{PAGENAME}}]]</includeonly><noinclude>[[Category:Template documentation|{{PAGENAME}}]]</noinclude>
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Template:Box2 start
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| style="width:50%; padding:.5em; border:1px solid #b9ffb9; color:#000; background-color:#f3fff3;" |<noinclude>
{{documentation}}</noinclude>
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;Description
:This template starts a purple box, as the second part of a two column box.
;Syntax
:Type <code>{{t|Box1 start}}</code>, then whatever you would like inside the first box, then <code>{{t|Box2 start}}</code> and whatever you want in the second box, ended by <code>{{t|Boxes end}}</code>.
:For example...
<pre>
{{Box1 start}}
Text
{{Box2 start}}
Text
{{Boxes end}}
</pre>
<includeonly>[[Category:General wiki templates|{{PAGENAME}}]]</includeonly><noinclude>[[Category:Template documentation|{{PAGENAME}}]]</noinclude>
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Template:Boxes end
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|}<noinclude>
{{documentation}}</noinclude>
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;Description
:This template end a box, as the last part of a two column box.
;Syntax
:Type <code>{{t|Box1 start}}</code>, then whatever you would like inside the first box, then <code>{{t|Box2 start}}</code> and whatever you want in the second box, ended by <code>{{t|Boxes end}}</code>.
:For example...
<pre>
{{Box1 start}}
Text
{{Box2 start}}
Text
{{Boxes end}}
</pre>
<includeonly>[[Category:General wiki templates|{{PAGENAME}}]]</includeonly><noinclude>[[Category:Template documentation|{{PAGENAME}}]]</noinclude>
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Template:Category
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To add an article, image, or category to this category, append '''<code><nowiki>[[</nowiki>Category:{{PAGENAME}}]]</code>''' to the end of its page.<noinclude>
{{documentation}}</noinclude>
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Template:Category/doc
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;Description
:This template may be placed on any category page, to encourage users to help populate that category. ''(Note, it will not say <nowiki>[[Category:Category]]</nowiki> there - it will use the local category name.)''
;Syntax
:To use the template, type a short description of the category (unless its name is self-explanatory) followed by <code>{{t|category}}</code>.
<includeonly>[[Category:Category templates|{{PAGENAME}}]]</includeonly><noinclude>[[Category:Template documentation|{{PAGENAME}}]]</noinclude>
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Template:Cc-by-sa-3.0
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{| class="boilerplate" id="c-fairuse" style="width:90%; margin:0 auto; padding:10px; border:2px solid #88A; background:#FFFFCC; color:black;"
|-
| align="center" |http://images.wikia.com/messaging/images//thumb/7/79/CC_some_rights_reserved.svg/90px-CC_some_rights_reserved.svg.png<br />http://images.wikia.com/messaging/images//thumb/1/11/Cc-by_new_white.svg/24px-Cc-by_new_white.svg.png http://images.wikia.com/messaging/images//thumb/d/df/Cc-sa_white.svg/24px-Cc-sa_white.svg.png
| '''''This work is licensed under the Creative Commons [http://creativecommons.org/licenses/by-sa/3.0/ <span style="color:#002bb8;">Attribution-ShareAlike 3.0</span>] License.<br />{{#if:{{{1|}}}|<br />Attribution: {{{1|}}}}}'''''
|}<noinclude>
{{documentation}}</noinclude>
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Template:Cc-by-sa-3.0/doc
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wikitext
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;Description
:This template is used to mark images with the [http://creativecommons.org/licenses/by-sa/3.0/ CC-BY-SA-3.0] license.
;Syntax
:Type <code>{{t|cc-by-sa-3.0|attribution details}}</code> on the image information page.
:Replace "<code>attribution details</code>" with information about the source.
<includeonly>[[Category:Image wiki templates|{{PAGENAME}}]]</includeonly><noinclude>[[Category:Template documentation|{{PAGENAME}}]]</noinclude>
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Template:Cite
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<sup>''[citation needed]''</sup><includeonly>[[Category:Citations needed]]</includeonly><noinclude>
{{documentation}}</noinclude>
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Template:Cite/doc
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;Description
:This template is used to mark text as needing sourcing.
;Syntax
:Place <code>{{t|cite}}</code> after unsourced and/or questionable text so that its implication is self explanatory as to what is lacking citation. If necessary, use the article's talk page to discuss further details.
<includeonly>[[Category:General wiki templates|{{PAGENAME}}]]</includeonly><noinclude>[[Category:Template documentation|{{PAGENAME}}]]</noinclude>
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Template:Clr
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wikitext
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<div style="clear:both; margin:0; padding:0;"></div><noinclude>
{{documentation}}</noinclude>
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Template:Clr/doc
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wikitext
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;Description
:This template is a shorthand for <code><div style="clear:both;"></div></code>.
:It moves any content following the template below any objects floating to the left and/or right (TOCs, infoboxes, images, etc..).
;Syntax
:Type <code>{{t|clr}}</code> in an article at the point you want the clear.
;See also
:{{t|clrl}} and {{t|clrr}}
<includeonly>[[Category:General wiki templates|{{PAGENAME}}]]</includeonly><noinclude>[[Category:Template documentation|{{PAGENAME}}]]</noinclude>
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Template:Clrl
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wikitext
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<div style="clear:left; margin:0; padding:0;"></div><noinclude>
{{documentation}}</noinclude>
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Template:Clrl/doc
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wikitext
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;Description
:This template is a shorthand for <code><div style="clear:left;"></div></code>.
:It moves any content following the template below any objects floating to the left (TOCs, infoboxes, images, etc..).
;Syntax
:Type <code>{{t|clrl}}</code> in an article at the point you want the clear.
;See also
:{{t|clr}} and {{t|clrr}}
<includeonly>[[Category:General wiki templates|{{PAGENAME}}]]</includeonly><noinclude>[[Category:Template documentation|{{PAGENAME}}]]</noinclude>
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Template:Clrr
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wikitext
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<div style="clear:right; margin:0; padding:0;"></div><noinclude>
{{documentation}}</noinclude>
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Template:Clrr/doc
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wikitext
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;Description
:This template is a shorthand for <code><div style="clear:right;"></div></code>.
:It moves any content following the template below any objects floating to the right (TOCs, infoboxes, images, etc..).
;Syntax
:Type <code>{{t|clrr}}</code> in an article at the point you want the clear.
;See also
:{{t|clr}} and {{t|clrl}}
<includeonly>[[Category:General wiki templates|{{PAGENAME}}]]</includeonly><noinclude>[[Category:Template documentation|{{PAGENAME}}]]</noinclude>
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Template:Col-2
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wikitext
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| valign="top" style="width:50%;" |<noinclude>{{documentation}}</noinclude>
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Template:Col-2/doc
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wikitext
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;Description
:This template starts a column, as part of a two-column template.
;Syntax
:Type <code>{{t|Col-begin}}</code>, then whatever you would like inside the first box, then <code>{{t|Col-2}}</code> and whatever you want in the second box, ended by <code>{{t|Col-end}}</code>.
:For example...
<pre>
{{Col-begin}}
Text
{{Col-2}}
Text
{{Col-end}}
</pre>
<includeonly>[[Category:General wiki templates|{{PAGENAME}}]]</includeonly><noinclude>[[Category:Template documentation|{{PAGENAME}}]]</noinclude>
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Template:Col-begin
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{| class="{{{class|}}}" style="background-color:{{{bgColor|transparent}}}; color:{{{fontColor|inherit}}}; width:{{{width|100%}}};"
|-
<noinclude>
|}
{{documentation}}</noinclude>
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Template:Col-begin/doc
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wikitext
text/x-wiki
;Description
:This template starts a column, as part of a two-column template.
;Syntax
:Type <code>{{t|Col-begin}}</code>, then whatever you would like inside the first box, then <code>{{t|Col-2}}</code> and whatever you want in the second box, ended by <code>{{t|Col-end}}</code>.
:For example...
<pre>
{{Col-begin}}
Text
{{Col-2}}
Text
{{Col-end}}
</pre>
<includeonly>[[Category:General wiki templates|{{PAGENAME}}]]</includeonly><noinclude>[[Category:Template documentation|{{PAGENAME}}]]</noinclude>
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Template:Col-end
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|}<noinclude>{{documentation}}</noinclude>
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Template:Col-end/doc
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wikitext
text/x-wiki
;Description
:This template ends a column, as part of a two-column template.
;Syntax
:Type <code>{{t|Col-begin}}</code>, then whatever you would like inside the first box, then <code>{{t|Col-2}}</code> and whatever you want in the second box, ended by <code>{{t|Col-end}}</code>.
:For example...
<pre>
{{Col-begin}}
Text
{{Col-2}}
Text
{{Col-end}}
</pre>
<includeonly>[[Category:General wiki templates|{{PAGENAME}}]]</includeonly><noinclude>[[Category:Template documentation|{{PAGENAME}}]]</noinclude>
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Template:Delete
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<div name="Deletion notice" class="boilerplate metadata" id="delete" style="background-color:#fee; margin:1em; padding:0 10px; border:1px solid #aaa;">
'''This page is a candidate for deletion.'''
If you disagree with its deletion, please explain why at [[Category talk:Candidates for deletion]] or improve the page and remove the <code>{{t|delete}}</code> tag.
Remember to check [[Special:Whatlinkshere/{{FULLPAGENAME}}|what links here]] and the [{{fullurl:{{FULLPAGENAME}}|action=history}} the page history] before deleting.
</div><includeonly>[[Category:Candidates for deletion]]</includeonly><noinclude>
{{documentation}}</noinclude>
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Template:Delete/doc
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;Description
:This template is used to mark pages for deletion, categorizing them in [[:Category:Candidates for deletion]].
;Syntax
:Type <code>{{t|delete}}</code> on the page to be deleted.'''
<includeonly>[[Category:Article management templates|{{PAGENAME}}]]</includeonly><noinclude>[[Category:Template documentation|{{PAGENAME}}]]</noinclude>
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Template:Disambig
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<div name="Disambiguation notice" class="boilerplate metadata" id="disambig" style="background-color: #eef; margin: 0 1em; padding: 0 10px; border: 1px solid #aaa;">
'''This article is a disambiguation page for {{PAGENAME}}'''
The following is a list of links to pages that might share the same title.<br/>
Please follow one of the disambiguation links below or [[Special:Search|search]] to find the page you were looking for if it is not listed. If an [[Special:Whatlinkshere/{{FULLPAGENAME}}|internal link]] led you here, you may wish to change the link to point directly to the intended article.
</div><includeonly>[[Category:Disambiguations]]</includeonly><noinclude>
{{documentation}}</noinclude>
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Template:Disambig/doc
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;Description
:Marks an article as a disambiguation page, adding a banner to the article and categorizing it under [[:Category:Disambiguations]].
:Articles using this template will also appear on [[Special:Disambiguations]].
;Syntax
:Add <code>{{t|disambig}}</code> at the top of a disambiguation page.
<includeonly>[[Category:Article management templates|Disambiguation]]</includeonly><noinclude>[[Category:Template documentation|{{PAGENAME}}]]</noinclude>
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Template:Documentation
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wikitext
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<noinclude><div style="display:none;"></noinclude><div style="border:1px solid black; margin:1em; margin-top:3em;"><div style="background:#ddd; color:#111; padding:1em; margin:0em;">'''Template documentation''' <span style="font-size:85%;">(for the above template, sometimes hidden or invisible)</span></div><div style="padding:1em; padding-bottom:0em; margin:0em;">{{tocright}}
{{{{PAGENAME}}/doc}}
</div><br style="clear:both;"/><div style="background:#ddd; color:#111; padding:0.5em; margin:0em; font-size:85%; text-align:right;">Visit [[Template:{{PAGENAME}}/doc]] to edit this text! ([[Template:Documentation|How does this work]]?)</div></div><noinclude></div>
{{documentation}}[[Category:Template documentation| ]]</noinclude>
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Template:Documentation/doc
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;Description
:This template is used to insert descriptions on template pages.
;Syntax
:Type <code><nowiki><noinclude></nowiki>{{t|documentation}}<nowiki></noinclude></nowiki></code> at the end of the template page.
==General usage==
===On the Template page===
<pre>
Template code<includeonly>Any categories to be inserted into articles by the template</includeonly><noinclude>
{{documentation}}</noinclude>
</pre>
Note that, depending on the template, you may need to add a clear or complete a table/div just before <code><nowiki>{{documentation}}</nowiki></code> is inserted (within the noinclude tags).
The line break is also useful as it helps prevent the documentation template "running into" previous code.
===On the Template/doc page===
<pre>
;Description
:This template is used to do something.
;Syntax
:Type <code>{{t|templatename}}</code> somewhere.
;Sample output
:<code><nowiki>{{templatename|foo}}</nowiki></code> gives...
:{{templatename|foo}}
<includeonly>Any categories for the template itself</includeonly><noinclude>[[Category:Template documentation|{{PAGENAME}}]]</noinclude>
</pre>
Use any or all of the above description/syntax/sample output sections. You may also want to add "see also" or further usage information sections.
Note that the above example also uses the [[Template:T]] and [[Template:T/piece]] templates.
<includeonly>[[Category:General wiki templates|{{PAGENAME}}]]</includeonly><noinclude>[[Category:Template documentation|{{PAGENAME}}]]</noinclude>
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Template:Edit
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[[{{fullurl:{{{1|{{FULLPAGENAME}}}}}|action=edit}} {{{2|edit}}}]]<noinclude>
{{documentation}}</noinclude>
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Template:Edit/doc
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;Description
:This template creates a clickable edit link for the given page name.
;Syntax
:Type <code>{{t|edit}}</code>, <code>{{t|edit|pagename}}</code> or <code>{{t|edit|pagename|linkname}}</code>.
;Sample output
:<code><nowiki>{{edit}}</nowiki></code> gives...
:{{edit}}
:<code><nowiki>{{edit|Wikia Templates}}</nowiki></code> gives...
:{{edit|Wikia Templates}}
:<code><nowiki>{{edit|Wikia Templates|edit the main page!}}</nowiki></code> gives...
:{{edit|Wikia Templates|edit the main page!}}
<includeonly>[[Category:General wiki templates|{{PAGENAME}}]]</includeonly><noinclude>[[Category:Template documentation|{{PAGENAME}}]]</noinclude>
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Template:Fairuse
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<div class="boilerplate" id="c-fairuse" style="width:90%; margin:0 auto; padding:10px; border:1px solid #A8ACA8; background:#FFFFCC; color:#000;">
'''''This file is copyrighted. It will be used in a way that qualifies as fair use under US copyright law.'''''
</div><noinclude>
{{documentation}}</noinclude>
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Template:Fairuse/doc
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;Description
:This template is used to mark images as fair use.
;Syntax
:Type <code>{{t|fairuse}}</code> on the image information page.
<includeonly>[[Category:Image wiki templates|{{PAGENAME}}]]</includeonly><noinclude>[[Category:Template documentation|{{PAGENAME}}]]</noinclude>
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Template:For
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:<span class="dablink">''For {{{1|other uses}}}, see [[{{{2|{{PAGENAME}} (disambiguation)}}}]]{{#if:{{{3|}}}| and [[{{{3}}}]]}}.''</span><noinclude>
{{documentation}}</noinclude>
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Template:For/doc
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;Description
:This template is used at the top of pages for simple [[Help:Disambiguation|disambiguations]].
;Syntax
:Type <code>{{t|for|something|page name|optional second pagename}}</code>
;Sample output
:<code><nowiki>{{for|the help pages|Help:Contents|Help:Main Page}}</nowiki></code> gives...
:{{for|the help pages|Help:Contents|Help:Main Page}}
:<code><nowiki>{{for|2=Help:Contents}}</nowiki></code> gives...
:{{for|2=Help:Contents}}
;See also
:[[Wikipedia:Template:For|Template:For]] on Wikipedia.
<includeonly>[[Category:General wiki templates|{{PAGENAME}}]]</includeonly><noinclude>[[Category:Template documentation|{{PAGENAME}}]]</noinclude>
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Template:Forumheader
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<div class="forumheader">'''Forums:''' [[Forum:Index|Index]] > [[Forum:{{{1}}}|{{{1}}}]] > {{PAGENAME}}</div><br />
[[Category:{{{1}}}]]
<noinclude>
[[Category:Forums]]
{{documentation}}</noinclude>
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Template:Forumheader/Help desk
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{{Forumheader|Help desk}}
<!-- Please put your content under this paragraph. Be sure to sign your edits with four tildes: ~~~~ -->
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Template:Forumheader/Watercooler
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text/x-wiki
{{Forumheader|Watercooler}}
<!-- Please put your content under this paragraph. Be sure to sign your edits with four tildes ~~~~ -->
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Template:Forumheader/doc
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;Description
:This template is used at the top of certain forum pages. It is used in conjunction with template subpages such as [[Template:Forumheader/Watercooler]], which are involved in preloads and cannot therefore include the standard link to their own documentation. See [[Help:Wiki-style forums]] for more information.
;Syntax
:<code>{{t|Forumheader|Name of forum}}</code>.
<includeonly>[[Category:General wiki templates]]</includeonly><noinclude>[[Category:Template documentation|{{PAGENAME}}]]</noinclude>
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Template:From Wikimedia
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<div class="boilerplate" id="c-fairuse" style="width:90%; margin:0 auto; padding:10px; border:1px solid #A8ACA8; background:#FFFFCC; color:#000;">
'''''This file was originally uploaded on Wikipedia or another Wikimedia project.'''''
</div><noinclude>
{{documentation}}</noinclude>
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Template:From Wikimedia/doc
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;Description
:This template is used to mark images as having been uploaded on [[wikipedia:|Wikipedia]] or another [[wikimedia:|Wikimedia]] project.
;Syntax
:Type <code>{{t|From Wikimedia}}</code> on the image information page.
<includeonly>[[Category:Image wiki templates|{{PAGENAME}}]]</includeonly><noinclude>[[Category:Template documentation|{{PAGENAME}}]]</noinclude>
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Template:GFDL
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<div class="boilerplate" id="c-fairuse" style="width:90%; margin:0 auto; padding:10px; border:1px solid #A8ACA8; background:#FFFFCC; color:#000;">
'''''This file is licensed under the GFDL.'''''
</div><noinclude>
{{documentation}}</noinclude>
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Template:GFDL/doc
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;Description
:This template is used to mark images with the GFDL license.
;Syntax
:Type <code>{{t|GFDL}}</code> on the image information page.
<includeonly>[[Category:Image wiki templates|{{PAGENAME}}]]</includeonly><noinclude>[[Category:Template documentation|{{PAGENAME}}]]</noinclude>
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Template:HeadingA/doc
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;Description
:This template produces an h2 heading enclosed in a coloured box.
;Syntax
:Type <code>{{t|HeadingA|Header title}}</code>.
;Sample output
:{{t|HeadingA|Header title}} gives...
:{{HeadingA|Header title}}
<includeonly>[[Category:General wiki templates|{{PAGENAME}}]]</includeonly><noinclude>[[Category:Template documentation|{{PAGENAME}}]]</noinclude>
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Template:HeadingB/doc
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text/x-wiki
;Description
:This template produces an h2 heading enclosed in a coloured box.
;Syntax
:Type <code>{{t|HeadingB|Header title}}</code>.
;Sample output
:{{t|HeadingB|Header title}} gives...
:{{HeadingB|Header title}}
<includeonly>[[Category:General wiki templates|{{PAGENAME}}]]</includeonly><noinclude>[[Category:Template documentation|{{PAGENAME}}]]</noinclude>
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Template:Imagecategory
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==How to add your own image==
* To upload [[Help:Images|images]], visit [[Special:Upload]].
* When uploading them, please add a description and category in the summary box.
* To add an image to this category, put '''<nowiki>[[</nowiki>Category:{{PAGENAME}}]]''' in that image article.
* Add to a page by using the Gallery widget or by using the code <code><nowiki>[[Image:Filename.jpg|thumb|Caption]]</nowiki></code><noinclude>
{{documentation}}</noinclude>
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Template:Imagecategory/doc
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;Description
:This template may be placed on any image category page, to help users understand how to upload and add images to that category.
;Syntax
:To use the template, type a short description of the image category followed by <code>{{t|imagecategory}}</code>.
<includeonly>[[Category:Category templates|{{PAGENAME}}]]</includeonly><noinclude>[[Category:Template documentation|{{PAGENAME}}]]</noinclude>
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Template:Infobox
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{| class="infobox" style="font-size:89%; width:300px; background-color:#FFF;"
|-
! colspan="2" style="background-color:#3366CC; color:#FFFFFF; font-size:120%; padding:1em;" | {{{Box title|No Title}}}
{{#if: {{{image|}}}|
{{!}}-
{{!}} colspan="2" style="text-align:center;" {{!}} [[{{{image}}}|{{{imagewidth|250}}}px]]<br/>''{{{caption| }}}''
|
}}
|-
| style="width:30%;" |
'''{{{Row 1 title|No Title}}}'''
| style="width:70%;" |
{{{Row 1 info|No information}}}
{{#if: {{{Row 2 title|}}}|
{{!}}-
{{!}}
'''{{{Row 2 title}}}'''
{{!}}
{{{Row 2 info|No information}}}
{{#if: {{{Row 3 title|}}}|
{{!}}-
{{!}}
'''{{{Row 3 title}}}'''
{{!}}
{{{Row 3 info|No information}}}
{{#if: {{{Row 4 title|}}}|
{{!}}-
{{!}}
'''{{{Row 4 title}}}'''
{{!}}
{{{Row 4 info|No information}}}
{{#if: {{{Row 5 title|}}}|
{{!}}-
{{!}}
'''{{{Row 5 title}}}'''
{{!}}
{{{Row 5 info|No information}}}
{{#if: {{{Row 6 title|}}}|
{{!}}-
{{!}}
'''{{{Row 6 title}}}'''
{{!}}
{{{Row 6 info|No information}}}
{{#if: {{{Row 7 title|}}}|
{{!}}-
{{!}}
'''{{{Row 7 title}}}'''
{{!}}
{{{Row 7 info|No information}}}
{{#if: {{{Row 8 title|}}}|
{{!}}-
{{!}}
'''{{{Row 8 title}}}'''
{{!}}
{{{Row 8 info|No information}}}
{{#if: {{{Row 9 title|}}}|
{{!}}-
{{!}}
'''{{{Row 9 title}}}'''
{{!}}
{{{Row 9 info|No information}}}
{{#if: {{{Row 10 title|}}}|
{{!}}-
{{!}}
'''{{{Row 10 title}}}'''
{{!}}
{{{Row 10 info|No information}}}
{{#if: {{{Row 11 title|}}}|
{{!}}-
{{!}} colspan="2" style="text-align:center; background:#AAAAAA;" {{!}}
'''Too many parameters'''
|
}}
|
}}
|
}}
|
}}
|
}}
|
}}
|
}}
|
}}
|
}}
|
}}
|}<noinclude><br style="clear:both;"/>
{{documentation}}</noinclude>
s3rnjo00kpykkxwjdyis3etxfv9povy
Template:Infobox/doc
10
1938
3459
2009-05-22T11:42:03Z
Default
49312
3459
wikitext
text/x-wiki
==Description==
*This template produces a [[Help:Infobox|infobox]]-style template.
*You may want to copy and modify this to create a specific infobox (e.g. character infobox).
*This template requires [[Help:Parser functions|parser functions]] to be enabled (Wikia default: on).
==Syntax==
<pre>
{{infobox
|Box title =
|image = Image:Example.jpg
|imagewidth = [defaults to 250]
|caption = Bob the Flower
|Row 1 title =
|Row 1 info =
|Row 2 title =
|Row 2 info =
|Row 3 title =
|Row 3 info =
|Row 4 title =
|Row 4 info =
|Row 5 title =
|Row 5 info =
|Row 6 title =
|Row 6 info =
|Row 7 title =
|Row 7 info =
|Row 8 title =
|Row 8 info =
|Row 9 title =
|Row 9 info =
|Row 10 title =
|Row 10 info =
}}
</pre>
===Notes===
* Keeping the '''Box Title''' empty will result in displaying '''No title'''
* If you don't want to display image, just keep '''Image file Name''' and '''Image Size''' empty.
* Keeping the '''Row 1 title''' empty will result in displaying '''No title'''.
* Keeping the '''Row (any row) info''' empty will result in displaying '''No information'''.
* Keeping the '''Row (any below row 1) title''' empty will result in that row and the rest of the rows below it will not be displayed.
* Max row for information: 10 rows.
==Sample output==
{{Infobox
|Box title = Info Title
|image = Image:Example.jpg
|imagewidth = 120
|caption = A flower
|Row 1 title = Title row 1
|Row 1 info = Info row 1
|Row 2 title = Title row 2
|Row 2 info = Info row 2
|Row 3 title = Title row 3
|Row 3 info = Info row 3
|Row 4 title = Title row 4
|Row 4 info = Info row 4
|Row 5 title = Title row 5
|Row 5 info = Info row 5
|Row 6 title = Title row 6
|Row 6 info = Info row 6
|Row 7 title = Title row 7
|Row 7 info = Info row 7
|Row 8 title = Title row 8
|Row 8 info = Info row 8
|Row 9 title = Title row 9
|Row 9 info = Info row 9
|Row 10 title = Title row 10
|Row 10 info = Info row 10
}}
Complete Infobox:<br />
<code>
'''<nowiki>{{</nowiki>Infobox'''<br />
'''|'''Box title = Info Title<br />
'''|'''image = Image:Example.jpg<br />
'''|'''imagewidth = 120<br />
'''|'''caption = A flower<br />
'''|'''Row 1 title = Title row 1<br />
'''|'''Row 1 info = Info row 1<br />
'''|'''Row 2 title = Title row 2<br />
'''|'''Row 2 info = Info row 2<br />
'''|'''Row 3 title = Title row 3<br />
'''|'''Row 3 info = Info row 3<br />
'''|'''Row 4 title = Title row 4<br />
'''|'''Row 4 info = Info row 4<br />
'''|'''Row 5 title = Title row 5<br />
'''|'''Row 5 info = Info row 5<br />
'''|'''Row 6 title = Title row 6<br />
'''|'''Row 6 info = Info row 6<br />
'''|'''Row 7 title = Title row 7<br />
'''|'''Row 7 info = Info row 7<br />
'''|'''Row 8 title = Title row 8<br />
'''|'''Row 8 info = Info row 8<br />
'''|'''Row 9 title = Title row 9<br />
'''|'''Row 9 info = Info row 9<br />
'''|'''Row 10 title = Title row 10<br />
'''|'''Row 10 info = Info row 10<br />
'''<nowiki>}}</nowiki>'''
</code>
<br style="clear:both; margin-bottom:3em;"/>
{{Infobox
|Box title = Info Title
|Row 1 title = Title row 1
|Row 1 info = Info row 1
|Row 2 title = Title row 2
|Row 2 info = Info row 2
|Row 3 title = Title row 3
|Row 3 info = Info row 3
|Row 4 title = Title row 4
|Row 4 info = Info row 4
|Row 5 title = Title row 5
|Row 5 info = Info row 5
|Row 6 title = Title row 6
|Row 6 info = Info row 6
|Row 7 title = Title row 7
|Row 7 info = Info row 7
|Row 8 title = Title row 8
|Row 8 info = Info row 8
|Row 9 title = Title row 9
|Row 9 info = Info row 9
|Row 10 title = Title row 10
|Row 10 info = Info row 10
}}
Infobox '''Image''' omitted :<br />
<code>
'''<nowiki>{{</nowiki>Infobox'''<br />
'''|'''Box title = Info Title<br />
'''|'''Row 1 title = Title row 1<br />
'''|'''Row 1 info = Info row 1<br />
'''|'''Row 2 title = Title row 2<br />
'''|'''Row 2 info = Info row 2<br />
'''|'''Row 3 title = Title row 3<br />
'''|'''Row 3 info = Info row 3<br />
'''|'''Row 4 title = Title row 4<br />
'''|'''Row 4 info = Info row 4<br />
'''|'''Row 5 title = Title row 5<br />
'''|'''Row 5 info = Info row 5<br />
'''|'''Row 6 title = Title row 6<br />
'''|'''Row 6 info = Info row 6<br />
'''|'''Row 7 title = Title row 7<br />
'''|'''Row 7 info = Info row 7<br />
'''|'''Row 8 title = Title row 8<br />
'''|'''Row 8 info = Info row 8<br />
'''|'''Row 9 title = Title row 9<br />
'''|'''Row 9 info = Info row 9<br />
'''|'''Row 10 title = Title row 10<br />
'''|'''Row 10 info = Info row 10<br />
'''<nowiki>}}</nowiki>'''
</code>
<br style="clear:both; margin-bottom:3em;"/>
{{Infobox
|Box title = Info Title
|Row 1 title = Title row 1
|Row 1 info = Info row 1
|Row 2 title = Title row 2
|Row 2 info = Info row 2
|Row 3 title = Title row 3
|Row 3 info = Info row 3
}}
Infobox '''Image''' omitted and displaying only 3 rows of information:<br />
<code>
'''<nowiki>{{</nowiki>Infobox'''<br />
'''|'''Box title = Info Title<br />
'''|'''Row 1 title = Title row 1<br />
'''|'''Row 1 info = Info row 1<br />
'''|'''Row 2 title = Title row 2<br />
'''|'''Row 2 info = Info row 2<br />
'''|'''Row 3 title = Title row 3<br />
'''|'''Row 3 info = Info row 3<br />
'''<nowiki>}}</nowiki>'''
</code>
<br style="clear:both; margin-bottom:3em;"/>
{{Infobox
|Box title = Info Title
|Row 1 title = Title row 1
|Row 1 info = Info row 1
|Row 2 title = Title row 2
|Row 2 info = Info row 2
|Row 3 title = Title row 3
|Row 3 info = Info row 3
|Row 4 info = Info row 4
|Row 5 title = Title row 5
|Row 5 info = Info row 5
|Row 6 title = Title row 6
|Row 6 info = Info row 6
}}
Infobox '''Image''' and '''title row 4''' omited:<br />
Result: Row 4, 5, and 6 will not be displayed.<br />
<code>
'''<nowiki>{{</nowiki>Infobox'''<br />
'''|'''Box title = Info Title<br />
'''|'''Row 1 title = Title row 1<br />
'''|'''Row 1 info = Info row 1<br />
'''|'''Row 2 title = Title row 2<br />
'''|'''Row 2 info = Info row 2<br />
'''|'''Row 3 title = Title row 3<br />
'''|'''Row 3 info = Info row 3<br />
'''|'''Row 4 info = Info row 4<br />
'''|'''Row 5 title = Title row 5<br />
'''|'''Row 5 info = Info row 5<br />
'''|'''Row 6 title = Title row 6<br />
'''|'''Row 6 info = Info row 6<br />
'''<nowiki>}}</nowiki>'''
</code>
<includeonly>[[Category:General wiki templates|{{PAGENAME}}]][[Category:Infobox templates| ]]</includeonly><noinclude>[[Category:Template documentation|{{PAGENAME}}]]</noinclude>
13x3wz80dnzbacuryxhppngsen8atrb
Template:Infobox album
10
1962
3569
2009-05-22T11:42:03Z
Default
49312
3569
wikitext
text/x-wiki
{| class="infobox" style="font-size:89%; width:300px;"
|-
! colspan="2" style="background-color:#3366CC; color:#ffffff; font-size:120%; padding:1em;" | {{{name|{{PAGENAME}}}}}
|- style="text-align:center;"
{{#if: {{{image|}}} | {{!}} colspan="2" style="padding:0.5em;" {{!}} [[{{{image}}}|{{{imagewidth|250}}}px]] }}
|- style="text-align:center;"
| colspan="2" style="font-size:120%; background-color:#3366CC; color:#ffffff;" | ''{{{artist}}}''
|-
{{#if: {{{released|}}} | {{!}} '''Released''' {{!!}} {{{released}}} }}
|-
{{#if: {{{recorded|}}} | {{!}} '''Recorded''' {{!!}} {{{recorded}}} }}
|-
{{#if: {{{length|}}} | {{!}} '''Length''' {{!!}} {{{length}}} }}
|-
{{#if: {{{label|}}} | {{!}} '''Label''' {{!!}} {{{label}}} }}
|-
{{#if: {{{producer|}}} | {{!}} '''Produced by''' {{!!}} {{{producer}}} }}
|}<noinclude><br style="clear:both;" />
{{documentation}}</noinclude>
qa668i83tes4turqpebfufl9s2r0kao
Template:Infobox album/doc
10
1969
3608
2009-05-22T11:42:03Z
Default
49312
3608
wikitext
text/x-wiki
;Description
:To use this template, enter the following and fill in the appropriate fields. Any field left blank will not show up. Don't forget to include brackets, to make the fields into links.
;Syntax
:Type <code>{{t|infobox album|...}}</code> somewhere, with parameters as shown below.
;Sample output
<pre>{{infobox album
| name = Album name [defaults to pagename]
| image = Image:Example.jpg
| imagewidth = [defaults to 250]
| artist = Artist name
| released = Release date
| recorded = Date recorded
| length = Album length
| label = Label
| producer = Producer
}}</pre>
Results in...
{{infobox album
| name = Album name
| image = Image:Example.jpg
| artist = Artist name
| released = Release date
| recorded = Date recorded
| length = Album length
| label = Label
| producer = Producer
}}
<includeonly>[[Category:Infobox templates|{{PAGENAME}}]]</includeonly><noinclude>[[Category:Template documentation|{{PAGENAME}}]]</noinclude>
d2tijgkvjg8tblgirqnylzwwea6eoyo
Template:Infobox character
10
1957
3532
2009-05-22T11:42:03Z
Default
49312
3532
wikitext
text/x-wiki
{| class="infobox" style="font-size:89%; width:300px;"
|-
! colspan="2" style="background-color:#3366CC; color:#ffffff; font-size:120%; padding:1em;" | {{{name|{{PAGENAME}}}}}
|- style="text-align:center;"
| colspan="2" style="padding:0.5em;" | [[{{{image|Image:Placeholder person.png}}}|{{{imagewidth|250}}}px]]<br/>''{{{caption| }}}''
|-
! colspan="2" style="background-color:#3366CC; color:#ffffff;" | Vital statistics
|-
| style="width:30%;" | '''Title'''
| style="width:70%;" | {{{title}}}
|-
| '''Gender'''
| {{{gender}}}
|-
| '''Race'''
| {{{race}}}
|-
| '''Faction'''
| {{{faction}}}
|-
| '''Health'''
| {{{health}}}
|-
| '''Level'''
| {{{level}}}
|-
| '''Status'''
| {{{status}}}
|-
| '''Location'''
| {{{location}}}
|}<noinclude><br style="clear:both;" />
{{documentation}}</noinclude>
ml7wilvjm768f50d8tw0s7d7e44ecwr
Template:Infobox character/doc
10
1964
3582
2009-05-22T11:42:03Z
Default
49312
3582
wikitext
text/x-wiki
;Description
:This template is used to create a character infobox.
;Syntax
:Type <code>{{t|infobox character|...}}</code> somewhere, with parameters as shown below.
;Sample output
<pre>{{infobox character
| name = Bob [defaults to pagename]
| image = Image:Example.jpg
| imagewidth = [defaults to 250]
| caption = Bob the Flower
| title = The Flower
| gender = Male
| race = Flowerkind
| faction = Flora
| health = 9001
| level = 5
| status = Flowering
| location = The Garden
}}</pre>
Results in...
{{infobox character
| name = Bob
| image = Image:Example.jpg
| caption = Bob the Flower
| title = The Flower
| gender = Male
| race = Flowerkind
| faction = Flora
| health = 9001
| level = 5
| status = Flowering
| location = The Garden
}}
<includeonly>[[Category:Infobox templates|{{PAGENAME}}]]</includeonly><noinclude>[[Category:Template documentation|{{PAGENAME}}]]</noinclude>
4y1zjfdox5buv2w7j51xmb0mpyh9juy
Template:Infobox episode
10
1963
3574
2009-05-22T11:42:03Z
Default
49312
3574
wikitext
text/x-wiki
{| class="infobox" style="font-size:89%; width:300px;"
|-
! colspan="2" style="background-color:#3366CC; color:#ffffff; font-size:120%; padding:1em;" | ''{{{name}}}''
|- style="text-align:center;"
| colspan="2" | ''Season {{{season}}}, Episode {{{number}}}''
|- style="text-align:center;"
{{#if: {{{image|}}} | {{!}} colspan="2" style="padding:0.5em;" {{!}} [[{{{image}}}|{{{imagewidth|250}}}px]] }}
|-
{{#if: {{{airdate|}}} | {{!}} '''Air date''' {{!!}} {{{airdate}}} }}
|-
{{#if: {{{writer|}}} | {{!}} '''Written by''' {{!!}} {{{writer}}} }}
|-
{{#if: {{{director|}}} | {{!}} '''Directed by''' {{!!}} {{{director}}} }}
|-
| colspan="2" style="background-color:#3366CC; color:#ffffff; font-size:120%; padding:0.25em; text-align:center;" | Episode guide
|- style="text-align:center; font-size:95%;" valign="top"
| '''Previous'''<br />{{{previous}}}
| '''Next'''<br />{{{next}}}
|}<noinclude><br style="clear:both;" />
{{documentation}}</noinclude>
j1ua6695ru8bh64w0xlzni0zsvhzw2q
Template:Infobox episode/doc
10
1970
3612
2009-05-22T11:42:03Z
Default
49312
3612
wikitext
text/x-wiki
;Description
:To use this template, enter the following and fill in the appropriate fields. Most fields left blank will not show up. Don't forget to include brackets, to make the fields into links.
;Syntax
:Type <code>{{t|infobox episode|...}}</code> somewhere, with parameters as shown below.
;Sample output
<pre>{{infobox episode
| name = Five Alive
| season = Five
| number = Five
| image = Image:Example.jpg
| imagewidth = [defaults to 250]
| airdate = Unaired
| writer = Mr. Writer
| director = Ms. Director
| previous = Episode A
| next = Episode C
}}</pre>
Results in...
{{infobox episode
| name = Five Alive
| season = Five
| number = Five
| image = Image:Example.jpg
| airdate = Unaired
| writer = Mr. Writer
| director = Ms. Director
| previous = Episode A
| next = Episode C
}}
<includeonly>[[Category:Infobox templates|{{PAGENAME}}]]</includeonly><noinclude>[[Category:Template documentation|{{PAGENAME}}]]</noinclude>
6lhpjsjmcc65qbymt24bfmtbp4wxr41
Template:Infobox event
10
1958
3539
2009-05-22T11:42:03Z
Default
49312
3539
wikitext
text/x-wiki
{| class="infobox" style="font-size:89%; width:300px;"
|-
! colspan="2" style="background-color:#3366CC; color:#ffffff; font-size:120%; padding:1em;" | {{{name|{{PAGENAME}}}}}
|- style="text-align:center;"
| colspan="2" style="padding:0.5em;" | [[{{{image|Image:Placeholder other.png}}}|{{{imagewidth|250}}}px]]<br/>''{{{caption| }}}''
|-
! colspan="2" style="background-color:#3366CC; color:#ffffff;" | Vital statistics
|-
| style="width:30%;" | '''Participants'''
| style="width:70%;" | {{{participants}}}
|-
| '''Date'''
| {{{date}}}
|-
| '''Location'''
| {{{location}}}
|}<noinclude><br style="clear:both;" />
{{documentation}}</noinclude>
r2cyrzrpgo56g8lc8qn3l69ydps5q5e
Template:Infobox event/doc
10
1965
3586
2009-05-22T11:42:03Z
Default
49312
3586
wikitext
text/x-wiki
;Description
:This template is used to create an event infobox.
;Syntax
:Type <code>{{t|infobox event|...}}</code> somewhere, with parameters as shown below.
;Sample output
<pre>{{infobox event
| name = Bob's Birthday Party [defaults to pagename]
| image = Image:Example.jpg
| imagewidth = [defaults to 250]
| caption = Bob the Flower
| participants = Bob's friends
| date = Bob's birthday
| location = Bob's house
}}</pre>
Results in...
{{infobox event
| name = Bob's Birthday Party
| image = Image:Example.jpg
| caption = Bob the Flower
| participants = Bob's friends
| date = Bob's birthday
| location = Bob's house
}}
<includeonly>[[Category:Infobox templates|{{PAGENAME}}]]</includeonly><noinclude>[[Category:Template documentation|{{PAGENAME}}]]</noinclude>
min1l0l8mcg5hxkxwmew1yn8fqlcqg4
Template:Infobox item
10
1959
3545
2009-05-22T11:42:03Z
Default
49312
3545
wikitext
text/x-wiki
{| class="infobox" style="font-size:89%; width:300px;"
|-
! colspan="2" style="background-color:#3366CC; color:#ffffff; font-size:120%; padding:1em;" | {{{name|{{PAGENAME}}}}}
|- style="text-align:center;"
| colspan="2" style="padding:0.5em;" | [[{{{image|Image:Placeholder item.png}}}|{{{imagewidth|250}}}px]]<br/>''{{{caption| }}}''
|-
! colspan="2" style="background-color:#3366CC; color:#ffffff;" | Vital statistics
|-
| style="width:30%;" | '''Type'''
| style="width:70%;" | {{{type}}}
|-
| '''Effects'''
| {{{effects}}}
|-
| '''Source'''
| {{{source}}}
|-
| '''Cost to buy'''
| {{{buy}}}
|-
| '''Cost to sell'''
| {{{sell}}}
|}<noinclude><br style="clear:both;" />
{{documentation}}</noinclude>
gicvpuxvsos73d71i5f1e8cv7cg9jy2
Template:Infobox item/doc
10
1966
3590
2009-05-22T11:42:03Z
Default
49312
3590
wikitext
text/x-wiki
;Description
:This template is used to create an item infobox.
;Syntax
:Type <code>{{t|infobox item|...}}</code> somewhere, with parameters as shown below.
;Sample output
<pre>{{infobox item
| name = Bob's Petal [defaults to pagename]
| image = Image:Example.jpg
| imagewidth = [defaults to 250]
| caption = Bob the Flower
| type = Petal
| effects = Adds +1 prettiness
| source = Earth
| buy = 1 Seed
| sell = 5 Pollen
}}</pre>
Results in...
{{infobox item
| name = Bob's Petal
| image = Image:Example.jpg
| caption = Bob the Flower
| type = Petal
| effects = Adds +1 prettiness
| source = Earth
| buy = 1 Seed
| sell = 5 Pollen
}}
<includeonly>[[Category:Infobox templates|{{PAGENAME}}]]</includeonly><noinclude>[[Category:Template documentation|{{PAGENAME}}]]</noinclude>
34blkbx548nlz4z4kggs8wedflvx5kr
Template:Infobox location
10
1960
3551
2009-05-22T11:42:03Z
Default
49312
3551
wikitext
text/x-wiki
{| class="infobox" style="font-size:89%; width:300px;"
|-
! colspan="2" style="background-color:#3366CC; color:#ffffff; font-size:120%; padding:1em;" | {{{name|{{PAGENAME}}}}}
|- style="text-align:center;"
| colspan="2" style="padding:0.5em;" | [[{{{image|Image:Placeholder location.png}}}|{{{imagewidth|250}}}px]]<br/>''{{{caption| }}}''
|- style="text-align:center;"
| colspan="2" style="padding:0.5em;" | [[{{{map}}}|{{{mapwidth|250}}}px]]<br/>''{{{mapcaption| }}}''
|-
! colspan="2" style="background-color:#3366CC; color:#ffffff;" | Vital statistics
|-
| style="width:30%;" | '''Type'''
| style="width:70%;" | {{{type}}}
|-
| '''Level'''
| {{{level}}}
|-
| '''Location'''
| {{{location}}}
|-
| '''Inhabitants'''
| {{{inhabitants}}}
|}<noinclude><br style="clear:both;" />
{{documentation}}</noinclude>
6d869j40kq4sg7ilftvjtdfow2qkkk2
Template:Infobox location/doc
10
1967
3596
2009-05-22T11:42:03Z
Default
49312
3596
wikitext
text/x-wiki
;Description
:This template is used to create a location infobox.
;Syntax
:Type <code>{{t|infobox location|...}}</code> somewhere, with parameters as shown below.
;Sample output
<pre>{{infobox location
| name = Land of Bob [defaults to pagename]
| image = Image:Example.jpg
| imagewidth = [defaults to 250]
| caption = Bob the Flower
| map = Image:Example.jpg
| mapwidth = [defaults to 250]
| mapcaption = Land of Bob
| type = Garden
| level = 10-20
| location = Earth
| inhabitants = Flowerfolk
}}</pre>
Results in...
{{infobox location
| name = Land of Bob
| image = Image:Example.jpg
| caption = Bob the Flower
| map = Image:Example.jpg
| mapcaption = Bob the Flower
| type = Garden
| level = 10-20
| location = Earth
| inhabitants = Flowerfolk
}}
<includeonly>[[Category:Infobox templates|{{PAGENAME}}]]</includeonly><noinclude>[[Category:Template documentation|{{PAGENAME}}]]</noinclude>
9yilrifwc6qya4s57m7wqkmt5bv6r0r
Template:Infobox quest
10
1961
3558
2009-05-22T11:42:03Z
Default
49312
3558
wikitext
text/x-wiki
{| class="infobox" style="font-size:89%; width:300px;"
|-
! colspan="2" style="background-color:#3366CC; color:#ffffff; font-size:120%; padding:1em;" | {{{name|{{PAGENAME}}}}}
|- style="text-align:center;"
| colspan="2" style="padding:0.5em;" | [[{{{image|Image:Placeholder item.png}}}|{{{imagewidth|250}}}px]]<br/>''{{{caption| }}}''
|-
! colspan="2" style="background-color:#3366CC; color:#ffffff;" | Vital statistics
|-
| style="width:50%;" | '''Start'''
| style="width:50%;" | {{{start}}}
|-
| '''End'''
| {{{end}}}
|-
| '''Prerequisites'''
| {{{prereqs}}}
|-
| '''Level'''
| {{{level}}}
|-
| '''Location'''
| {{{location}}}
|-
| '''Rewards'''
| {{{rewards}}}
|-
! colspan="2" style="background-color:#3366CC; color:#ffffff;" | Progression
|- style="text-align:center"
| '''Previous'''
| '''Next'''
|- style="text-align:center"
| {{{previous}}}
| {{{next}}}
|}<noinclude><br style="clear:both;" />
{{documentation}}</noinclude>
rlfi15fwildnsruxlct6hp9va49vhfi
Template:Infobox quest/doc
10
1968
3600
2009-05-22T11:42:03Z
Default
49312
3600
wikitext
text/x-wiki
;Description
:This template is used to create a quest infobox.
;Syntax
:Type <code>{{t|infobox quest|...}}</code> somewhere, with parameters as shown below.
;Sample output
<pre>{{infobox quest
| name = Land of Bob [defaults to pagename]
| image = Image:Example.jpg
| imagewidth = [defaults to 250]
| caption = Bob the Flower
| start = Quest A
| end = Quest Z
| prereqs = Quest 1
| level = Level 10-20
| location = Land of Bob
| rewards = Bob's Petal
| previous = Quest J
| next = Quest K
}}</pre>
Results in...
{{infobox quest
| name = Land of Bob
| image = Image:Example.jpg
| caption = Bob the Flower
| start = Quest A
| end = Quest Z
| prereqs = Quest 1
| level = Level 10-20
| location = Land of Bob
| rewards = Bob's Petal
| previous = Quest J
| next = Quest K
}}
<includeonly>[[Category:Infobox templates|{{PAGENAME}}]]</includeonly><noinclude>[[Category:Template documentation|{{PAGENAME}}]]</noinclude>
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Template:Main
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:''Main article: [[{{{1}}}]]''<noinclude>
{{documentation}}</noinclude>
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Template:Main/doc
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;Description
:This template is used at the start of a section to link to the main article on that subject.
;Syntax
:Type <code>{{t|main|page name}}</code>
;Sample output
:<code><nowiki>{{main|Help:Contents}}</nowiki></code> gives...
:{{main|Help:Contents}}
<includeonly>[[Category:General wiki templates|{{PAGENAME}}]]</includeonly><noinclude>[[Category:Template documentation|{{PAGENAME}}]]</noinclude>
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Template:Navbox
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{| style="width:100%; margin-top:1em; border:1px solid #999; font-size:90%; text-align:center;"
|-
! style="background-color:#3366CC; color:#FFFFFF; padding:0.2em 0.5em;" nowrap="nowrap" | {{{header}}}
|-
| style="padding:0.2em 0.5em;" | {{{body}}}
|}<noinclude>
{{documentation}}</noinclude>
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Template:Navbox/doc
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wikitext
text/x-wiki
;Description
:This template is used to create a basic [[Help:Navbox|navbox]].
;Syntax
:Type <code>{{t|navbox|...}}</code> somewhere, with parameters as shown below.
;Sample output
<pre>{{navbox
|header=Land of Bob
|body=This <nowiki>[[place]]</nowiki> and that <nowiki>[[place]]</nowiki>.
}}</pre>
Results in...
{{navbox
|header=Land of Bob
|body=This <nowiki>[[place]]</nowiki> and that <nowiki>[[place]]</nowiki>.
}}
<includeonly>[[Category:General wiki templates|{{PAGENAME}}]]</includeonly><noinclude>[[Category:Template documentation|{{PAGENAME}}]]</noinclude>
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Template:No license
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<div class="boilerplate" id="c-fairuse" style="width:90%; margin:0 auto; padding:10px; border:1px solid #A8ACA8; background:#FFFFCC; color:#000;">
'''''This file does not have information on its copyright status.'''''
</div><noinclude>
{{documentation}}</noinclude>
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Template:No license/doc
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wikitext
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;Description
:This template is used to mark images as missing copyright info.
;Syntax
:Type <code>{{t|no license}}</code> on the image information page.
<includeonly>[[Category:Image wiki templates|{{PAGENAME}}]]</includeonly><noinclude>[[Category:Template documentation|{{PAGENAME}}]]</noinclude>
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Template:Other free
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<div class="boilerplate" id="c-fairuse" style="width:90%; margin:0 auto; padding:10px; border:1px solid #A8ACA8; background:#FFFFCC; color:#000;">
'''''This file is licensed under a free license.'''''
</div><noinclude>
{{documentation}}</noinclude>
lncfro9oqpuyemr7vp7rjzb09a000u2
Template:Other free/doc
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wikitext
text/x-wiki
;Description
:This template is used to mark images with a free license not covered by other image templates.
;Syntax
:Type <code>{{t|Other free}}</code> on the image information page.
<includeonly>[[Category:Image wiki templates|{{PAGENAME}}]]</includeonly><noinclude>[[Category:Template documentation|{{PAGENAME}}]]</noinclude>
arhh8wckyznxvgbrndo9l607uxnbo4w
Template:PD
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<div class="boilerplate" id="c-fairuse" style="width:90%; margin:0 auto; padding:10px; border:1px solid #A8ACA8; background:#FFFFCC; color:#000;">
'''''This file is in the public domain'''''
</div><noinclude>
{{documentation}}</noinclude>
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Template:PD/doc
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wikitext
text/x-wiki
;Description
:This template is used to mark images as being in the public domain.
;Syntax
:Type <code>{{t|PD}}</code> on the image information page.
<includeonly>[[Category:Image wiki templates|{{PAGENAME}}]]</includeonly><noinclude>[[Category:Template documentation|{{PAGENAME}}]]</noinclude>
7vt7amlicj3bb0dvk0lyygrr62h0xgz
Template:Permission
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<div class="boilerplate" id="c-fairuse" style="width:90%; margin:0 auto; padding:10px; border:1px solid #A8ACA8; background:#FFFFCC; color:#000;">
'''''This file is copyrighted. The copyright holder has given permission for its use.'''''
</div><noinclude>
{{documentation}}</noinclude>
hobwg0zsg058v9lld5z37jkbhbtxehy
Template:Permission/doc
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wikitext
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;Description
:This template is used to mark images as being copyrighted, but the copyright holder has given permission for its use.
;Syntax
:Type <code>{{t|permission}}</code> on the image information page.
<includeonly>[[Category:Image wiki templates|{{PAGENAME}}]]</includeonly><noinclude>[[Category:Template documentation|{{PAGENAME}}]]</noinclude>
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Template:Reflist
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wikitext
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<div class="references-small" {{#if: {{{colwidth|}}}| style="-moz-column-width:{{{colwidth}}}; -webkit-column-width:{{{colwidth}}}; column-width:{{{colwidth}}};" | {{#if: {{{1|}}}| style="-moz-column-count:{{{1}}}; -webkit-column-count:{{{1}}}; column-count:{{{1}}} }};" |}}>
<references /></div><noinclude>
{{documentation}}</noinclude>
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Template:Reflist/doc
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wikitext
text/x-wiki
==Description==
Use this template to create a reference list in small font for an article. Note that there is no consensus that small font size should always be used for all references; when normal-sized font is more appropriate on an article, use <code><nowiki><references /></nowiki></code> instead.<ref>I am a reference</ref>
==Syntax==
Type <code>{{t|reflist|...}}</code> where you would normally type <code><nowiki><references/></nowiki></code>. If used with no parameters, it will produce a reference list with a single column.
=== Multiple columns ===
Using <code><nowiki>{{reflist|2}}</nowiki></code> will create a two-column reference list, and <code><nowiki>{{reflist|3}}</nowiki></code> will create a three-column list. Three-column lists are inaccessible to users with smaller/laptop monitors and should be avoided.
Using <code><nowiki>{{reflist|colwidth=30em}}</nowiki></code> will allow the browser to automatically choose the number of columns based on the width of the web browser. Choose a column width that's appropriate for the average width of the references on the page.
Note: multiple columns currently render properly only in Mozilla Firefox and other Gecko-based browsers and Safari 3, though the feature is included in CSS3 so it should work for a larger number of browsers in the future.
==Sample output==
<code><nowiki>{{reflist}}</nowiki></code> gives...
{{reflist}}
==CSS used==
<pre>
.references-small { font-size: 90%; }
</pre>
==See also==
*[[wikipedia:Template:Reflist|Template:Reflist]] on Wikipedia.
<includeonly>[[Category:General wiki templates|{{PAGENAME}}]]</includeonly><noinclude>[[Category:Template documentation|{{PAGENAME}}]]</noinclude>
twfal5yeulzac2v1kpwy85495sj0ws4
Template:Sandbox
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<div style="border:2px dotted darkgray; margin-top:0.5em; margin-bottom:1em; padding:0 0.5em;">
Welcome to the '''{{SITENAME}} sandbox'''!<br />
This page exists so that you can practice editing or formatting (see [[Help:Editing]]) without changing any serious content. Feel free to try wiki editing out here first.<br />
There is a [[Help:Tutorial 1|tutorial]] on the Central (coordinating) Wikia that will step you through more of the things you can do. Wiki allow for rather complicated formatting. It can look overwhelming when you begin, but don't let it worry you. Just start with the basics... enter some text, and learn the other pieces as you go. Your content contributions are welcome and important. The wiki is a collaborative effort and others can help with formatting and other improvements.<br />
Best wishes!
</div><noinclude>
{{documentation}}</noinclude>
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Template:Sandbox/doc
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text/x-wiki
;Description
:This template is placed at the top of [[Help:Sandbox|sandbox]] pages.
:By using a template, it becomes easy to fix if users make a mistake while playing in the sandbox.
;Syntax
:Type <code>{{t|sandbox}}</code> at the top of a sandbox.
<includeonly>[[Category:General wiki templates|{{PAGENAME}}]]</includeonly><noinclude>[[Category:Template documentation|{{PAGENAME}}]]</noinclude>
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Template:Self
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wikitext
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<div class="boilerplate" id="c-fairuse" style="width:90%; margin:0 auto; padding:10px; border:1px solid #A8ACA8; background:#FFFFCC; color:#000;">
'''''This file was uploaded by the photographer or author.'''''
</div><noinclude>
{{documentation}}</noinclude>
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Template:Self/doc
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text/x-wiki
;Description
:This template is used to mark images as having been uploaded by the photographer or author.
;Syntax
:Type <code>{{t|self}}</code> on the image information page.
<includeonly>[[Category:Image wiki templates|{{PAGENAME}}]]</includeonly><noinclude>[[Category:Template documentation|{{PAGENAME}}]]</noinclude>
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Template:Speedydelete
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<div name="Deletion notice" class="boilerplate metadata" id="delete" style="background-color: #fee; margin: 0 1em; padding: 0 10px; border: 1px solid #aaa;">
'''This page is a [[Project:Candidates for speedy deletion|candidate for speedy deletion]]. The reason given is: {{{1|unknown}}}. There may be discussion about this deletion on the discussion page.'''
If you disagree with its speedy deletion, please explain why at [[Category talk:Candidates for speedy deletion]] or improve the page and remove the <code>{{t|speedydelete}}</code> tag.
Remember to check [[Special:Whatlinkshere/{{FULLPAGENAME}}|what links here]] and [{{fullurl:{{FULLPAGENAME}}|action=history}} the page history] before deleting.
</div><includeonly>[[Category:Candidates for speedy deletion]]</includeonly><noinclude>
{{documentation}}</noinclude>
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Template:Speedydelete/doc
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;Description
:This template is used to mark pages for speedy deletion, categorizing them in [[:Category:Candidates for speedy deletion]].
;Syntax
:Type <code>{{t|speedydelete|reason}}</code> on the page to be speedy deleted, where "<code>reason</code>" is the reason it has been nominated.'''
<includeonly>[[Category:Article management templates|{{PAGENAME}}]]</includeonly><noinclude>[[Category:Template documentation|{{PAGENAME}}]]</noinclude>
cew0dkaegrmhzph4rckqyfo89h0iovt
Template:StructuredQuote
10
2015
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2024-08-28T16:33:36Z
FANDOMbot
32794352
Imported default template
3792
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{| style="border-radius: 10px; margin: 0 auto;" class="cquote"
| width="15" valign="top" style="color: var(--theme-link-color); font-size: 36px; font-family: 'Times New Roman', serif; font-weight: bold; text-align: left; padding: 10px;" | “
| style="padding: 4px 2px; font-style: italic;" | {{{text|Text...}}}
| width="15" valign="bottom" style="color: var(--theme-link-color); font-size: 36px; font-family: 'Times New Roman', serif; font-weight: bold; text-align: right; padding: 10px;" | ”
|-
{{#if: {{{speaker|}}}{{{receiver|}}}{{{attribution|}}}{{{source|}}}| {{!}} colspan="4" style="padding-top: 0.1em" {{!}} {{#if:{{{speaker|}}}|<p style="text-align: right"><cite>—{{{speaker}}}{{#if:{{{receiver|}}}|, to {{{receiver|}}}}}{{#if:{{{attribution|}}}|, {{{attribution|}}}}}{{#if:{{{source|}}}|, {{{source|}}}}}</cite></p>}}
}}
|}
<noinclude>{{Documentation}}</noinclude>
7p881bc8bucoleu5jlw1ob89uxv3flb
3793
3792
2024-09-19T21:02:02Z
FANDOMbot
32794352
Updated default StructuredQuotes template. See https://community.fandom.com/wiki/Help:Structured_Quotes for more details.
3793
wikitext
text/x-wiki
<blockquote class="pull-quote">
<div style="pull-quote_text>{{{text|Text...}}}</div>
<p style="text-align: right"><cite>—{{{speaker|speaker}}}{{#if:{{{receiver|}}}|, to {{{receiver|}}}}}{{#if:{{{attribution|}}}|, {{{attribution|}}}}}{{#if:{{{source|}}}|, {{{source|}}}}}</cite></p>
</blockquote>
<noinclude>
{{#if:{{PROTECTIONEXPIRY:edit | Template:StructuredQuote/doc }} | {{Documentation}} | }}
</noinclude>
4sm7qh2pbsnyphkhh1ylhvyy27diyaf
3794
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2024-10-21T16:15:41Z
FANDOMbot
32794352
Updated default StructuredQuote template. See https://community.fandom.com/wiki/Help:Structured_Quotes for more details.
3794
wikitext
text/x-wiki
<blockquote class="pull-quote">
<div class="pull-quote__text">{{{text|Text...}}}</div>
<p style="text-align: right"><cite>—{{{speaker|speaker}}}{{#if:{{{receiver|}}}|, to {{{receiver|}}}}}{{#if:{{{attribution|}}}|, {{{attribution|}}}}}{{#if:{{{source|}}}|, {{{source|}}}}}</cite></p>
</blockquote>
<noinclude>
==Description==
A template used for displaying Structured Quotes ( ''<nowiki>{{#SQuote:}}</nowiki>'' ). If you want to unlock the full potential of Structured Quotes, please avoid using this template directly, and consider ''<nowiki>{{#SQuote:}}</nowiki>'' markup instead.
See https://community.fandom.com/wiki/Help:Structured_Quotes for extra information about Structured Quotes.
==Syntax==
<pre>
{{StructuredQuote
| text =
| speaker =
| receiver =
| attribution =
| source =
}}
</pre>
==Samples==
{{StructuredQuote
|text=Size matters not. Look at me. Judge me by my size, do you? Hmm? Hmm. And well you should not. (...)
|speaker=[[Yoda]]
|receiver=[[Luke Skywalker]]
|source=[[Star Wars: Episode V The Empire Strikes Back]]
}}
<pre>
{{StructuredQuote
|text=Size matters not. Look at me. Judge me by my size, do you? Hmm? Hmm. And well you should not. (...)
|speaker=[[Yoda]]
|receiver=[[Luke Skywalker]]
|source=[[Star Wars: Episode V The Empire Strikes Back]]
}}
</pre>
== TemplateData ==
<templatedata>
{
"params": {
"text": {
"label": "Quote text",
"description": "quote text",
"type": "content",
"required": true
},
"speaker": {
"label": "Person(s) quoted",
"description": "individual(s) who uttered or wrote the quoted words (wikitext links, comma-separated)",
"type": "content",
"required": true
},
"receiver": {
"label": "Person(s) to whom the quote was spoken",
"description": "person the quote was spoken to (wikitext links, comma-separated)",
"type": "content",
"suggested": true
},
"attribution": {
"label": "Attribution(s)",
"description": "attribution (wikitext links, comma-separated)",
"type": "content",
"suggested": true
},
"source": {
"label": "Quote source",
"description": "place where it was spoken (wikitext link)",
"type": "content",
"suggested": true
}
},
"format": "block"
}
</templatedata>
</noinclude>
oo5b57fo2xd1mceyzo6sr5v16rl78qn
3795
3794
2024-11-07T22:49:45Z
FANDOMbot
32794352
Updated default StructuredQuote template. See https://community.fandom.com/wiki/Help:Structured_Quotes for more details.
3795
wikitext
text/x-wiki
<blockquote class="pull-quote">
<div class="pull-quote__text">{{{text|Text...}}}</div>
<p style="text-align: right"><cite>—{{{speaker|speaker}}}{{#if:{{{receiver|}}}|, to {{{receiver|}}}}}{{#if:{{{attribution|}}}|, {{{attribution|}}}}}{{#if:{{{source|}}}|, {{{source|}}}}}</cite></p>
</blockquote>
<noinclude>
==Description==
A template used for displaying Structured Quotes ( ''<nowiki>{{#SQuote:}}</nowiki>'' ). If you want to unlock the full potential of Structured Quotes, please avoid using this template directly, and consider ''<nowiki>{{#SQuote:}}</nowiki>'' markup instead.
See https://community.fandom.com/wiki/Help:Structured_Quotes for extra information about Structured Quotes.
==Syntax==
<pre>
{{StructuredQuote
| text =
| speaker =
| receiver =
| attribution =
| source =
}}
</pre>
==Samples==
{{StructuredQuote
|text=Size matters not. Look at me. Judge me by my size, do you? Hmm? Hmm. And well you should not. (...)
|speaker=[[w:c:en.starwars:Yoda|Yoda]]
|receiver=[[w:c:en.starwars:Luke_Skywalker|Luke Skywalker]]
|source=[[w:c:en.starwars:Star_Wars:_Episode_V_The_Empire_Strikes_Back|Star Wars: Episode V The Empire Strikes Back]]
}}
<pre>
{{StructuredQuote
|text=Size matters not. Look at me. Judge me by my size, do you? Hmm? Hmm. And well you should not. (...)
|speaker=[[Yoda]]
|receiver=[[Luke Skywalker]]
|source=[[Star Wars: Episode V The Empire Strikes Back]]
}}
</pre>
== TemplateData ==
<templatedata>
{
"params": {
"text": {
"label": "Quote text",
"description": "quote text",
"type": "content",
"required": true
},
"speaker": {
"label": "Person(s) quoted",
"description": "individual(s) who uttered or wrote the quoted words (wikitext links, comma-separated)",
"type": "content",
"required": true
},
"receiver": {
"label": "Person(s) to whom the quote was spoken",
"description": "person the quote was spoken to (wikitext links, comma-separated)",
"type": "content",
"suggested": true
},
"attribution": {
"label": "Attribution(s)",
"description": "attribution (wikitext links, comma-separated)",
"type": "content",
"suggested": true
},
"source": {
"label": "Quote source",
"description": "place where it was spoken (wikitext link)",
"type": "content",
"suggested": true
}
},
"format": "block"
}
</templatedata>
</noinclude>
t808cx5iy65gb6scx67s6giyg81ape0
3796
3795
2024-11-14T22:49:23Z
FANDOMbot
32794352
Updated default StructuredQuote template. See https://community.fandom.com/wiki/Help:Structured_Quotes for more details.
3796
wikitext
text/x-wiki
<blockquote class="pull-quote">
<div class="pull-quote__text">{{{text|Text...}}}</div>
<p style="text-align: right"><cite>—{{{speaker|speaker}}}{{#if:{{{receiver|}}}|, to {{{receiver|}}}}}{{#if:{{{attribution|}}}|, {{{attribution|}}}}}{{#if:{{{source|}}}|, {{{source|}}}}}</cite></p>
</blockquote>
<noinclude>
==Description==
A template used for displaying Structured Quotes ( ''<nowiki>{{#SQuote:}}</nowiki>'' ). If you want to unlock the full potential of Structured Quotes, please avoid using this template directly, and consider ''<nowiki>{{#SQuote:}}</nowiki>'' markup instead.
See https://community.fandom.com/wiki/Help:Structured_Quotes for extra information about Structured Quotes.
==Syntax==
<pre>
{{StructuredQuote
| text =
| speaker =
| receiver =
| attribution =
| source =
}}
</pre>
==Samples==
{{StructuredQuote
|text=Size matters not. Look at me. Judge me by my size, do you? Hmm? Hmm. And well you should not. (...)
|speaker=[[w:c:en.starwars:Yoda|Yoda]]
|receiver=[[w:c:en.starwars:Luke_Skywalker|Luke Skywalker]]
|source=[[w:c:en.starwars:Star_Wars:_Episode_V_The_Empire_Strikes_Back|Star Wars: Episode V The Empire Strikes Back]]
}}
<pre>
{{StructuredQuote
|text=Size matters not. Look at me. Judge me by my size, do you? Hmm? Hmm. And well you should not. (...)
|speaker=[[Yoda]]
|receiver=[[Luke Skywalker]]
|source=[[Star Wars: Episode V The Empire Strikes Back]]
}}
</pre>
== TemplateData ==
<templatedata>
{
"params": {
"text": {
"label": "Quote text",
"description": "quote text",
"type": "content",
"required": true
},
"speaker": {
"label": "Person(s) quoted",
"description": "individual(s) who uttered or wrote the quoted words (wikitext links, comma-separated)",
"type": "content",
"required": true
},
"receiver": {
"label": "Person(s) to whom the quote was spoken",
"description": "person the quote was spoken to (wikitext links, comma-separated)",
"type": "content",
"suggested": true
},
"attribution": {
"label": "Attribution(s)",
"description": "attribution (wikitext links, comma-separated)",
"type": "content",
"suggested": true
},
"source": {
"label": "Quote source",
"description": "place where it was spoken (wikitext link)",
"type": "content",
"suggested": true
}
},
"format": "block"
}
</templatedata>
</noinclude>
5gtdrd3qkchyra4j769eptz3qivs29m
Template:Stub
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2009-05-22T11:42:03Z
Default
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text/x-wiki
:<div class="notice metadata plainlinks" id="stub">''This article is a [[:Category:Article stubs|stub]]. You can help {{SITENAME}} by [{{fullurl:{{FULLPAGENAME}}|action=edit}} expanding it].''</div><includeonly>[[Category:Article stubs]]</includeonly><noinclude>
{{documentation}}</noinclude>
qd181f2fh4mj2rwlyn6qhamoldna6k7
Template:Stub/doc
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2009-05-22T11:42:03Z
Default
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wikitext
text/x-wiki
;Description
:This template will categorize articles that include it into [[:Category:Article stubs]], and mark it with a stub template.
;Syntax
:Type <code>{{t|stub}}</code> at the start or end of an article.
<includeonly>[[Category:Article management templates|{{PAGENAME}}]]</includeonly><noinclude>[[Category:Template documentation|{{PAGENAME}}]]</noinclude>
l4phzf7rk6e7s90sjysrx5j4izd305c
Template:T
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2009-05-22T11:42:03Z
Default
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wikitext
text/x-wiki
<nowiki>{{</nowiki>[[Template:{{{1}}}|{{{1}}}]]{{t/piece|{{{2|---}}}}}{{t/piece|{{{3|---}}}}}{{t/piece|{{{4|---}}}}}{{t/piece|{{{5|---}}}}}{{t/piece|{{{6|---}}}}}{{t/piece|{{{7|---}}}}}{{t/piece|{{{8|---}}}}}{{t/piece|{{{9|---}}}}}{{t/piece|{{{10|---}}}}}{{t/piece|{{{11|---}}}}}{{t/piece|{{{12|---}}}}}{{t/piece|{{{13|---}}}}}{{t/piece|{{{14|---}}}}}{{t/piece|{{{15|---}}}}}{{t/piece|{{{16|---}}}}}{{t/piece|{{{17|---}}}}}{{t/piece|{{{18|---}}}}}{{t/piece|{{{19|---}}}}}{{t/piece|{{{20|---}}}}}{{t/piece|{{{21|---}}}}}<nowiki>}}</nowiki><noinclude>
{{documentation}}</noinclude>
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Template:T/doc
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;Description
:A template link with a variable number of example parameters (0-20), which can be used to show example inputs.
:Utilises [[Template:T/piece]].
;Syntax
:{{t|t|parameter1|parameter2|parameter3|parameter4|...|parameter20}}
;Sample code
:<code><nowiki>{{t|welcome}}</nowiki></code> gives...
:{{t|welcome}}
:<code><nowiki>{{t|welcome|Item1|Item2|Item3|Item4|Item5|...}}</nowiki></code> gives...
:{{t|welcome|Item1|Item2|Item3|Item4|Item5|...}}
;See also
:[[w:c:wow:Template:T|Template:T]] on WoWWiki
<includeonly>[[Category:General wiki templates|{{PAGENAME}}]]</includeonly><noinclude>[[Category:Template documentation|{{PAGENAME}}]]</noinclude>
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Template:T/piece
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{{#ifeq: {{{1|---}}}|---|||<font color="gray">''<{{{1}}}>''</font>}}<noinclude>
{{documentation}}</noinclude>
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Template:T/piece/doc
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;Description
:Parameter piece for {{t|t}}, controls styling/showing of parameter fragments.
;See also
:[[w:c:wow:Template:T/piece|Template:T/piece]] on WoWWiki
<includeonly>[[Category:General wiki templates|{{PAGENAME}}]]</includeonly><noinclude>[[Category:Template documentation|{{PAGENAME}}]]</noinclude>
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Template:Talkcreate
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<span style="font-weight:bold; font-size:120%; border-bottom:1px dotted;">[{{fullurl:{{FULLPAGENAMEE}}|action=edit§ion=new}} {{{1|Start a new discussion!}}}]</span><noinclude>
{{documentation}}</noinclude>
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Template:Talkcreate/doc
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;Description
:This template is used to create a link to start a new discussion. It is especially useful in areas that newbies commonly frequent.
;Syntax
:Type <code>{{t|talkcreate}}</code> wherever you wish the link to appear. You can add an optional second parameter to change the link text.
;Sample output
:<code><nowiki>{{talkcreate}}</nowiki></code> gives...
:{{talkcreate}}
:<code><nowiki>{{talkcreate|Spout your views!}}</nowiki></code> gives...
:{{talkcreate|Spout your views!}}
<includeonly>[[Category:General wiki templates|{{PAGENAME}}]]</includeonly><noinclude>[[Category:Template documentation|{{PAGENAME}}]]</noinclude>
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Template:Talkheader
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{| style="width:80%; margin:0 auto 1em auto; border: 1px solid #aaaaaa; background-color:#f9f9f9; color:#000;" align="center" cellpadding="4"
|-
! colspan="2" style="text-align:center; font-size:120%; background-color:#3366CC; color:#ffffff;" |
{{#ifeq:{{NAMESPACE}}|User talk|
This is [[{{SUBJECTPAGENAME}}|{{PAGENAME}}]]'s talk page, where you can leave messages and comments for {{PAGENAME}}.
|
This is the talk page for discussing {{{1|improvements to the [[:{{SUBJECTPAGENAME}}]] article}}}.
}}
|-
|
* '''[[Help:Signature|Please sign and date your posts]]''' by typing four tildes (<tt><nowiki>~~~~</nowiki></tt>).
* '''Put new text under old text.''' [{{fullurl:{{TALKPAGENAMEE}}|action=edit§ion=new}} Click here to start a new topic].
* If you're new to the wiki, please take a look at the '''[[Help:Talk page|talk page help]]'''.
| class="title" style="text-align:left;" |
*Be polite
*Assume good faith
*Be welcoming
|}<noinclude>
{{documentation}}</noinclude>
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Template:Talkheader/doc
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;Description
:This template is used at the top of popular talk pages to aid new users and to ensure that topics don't go too far off-topic.
;Syntax
:Type <code>{{t|talkheader}}</code> at the very top of a talk page.
;Sample output
:<code><nowiki>{{talkheader}}</nowiki></code> gives...
{{talkheader}}
<includeonly>[[Category:General wiki templates|{{PAGENAME}}]]</includeonly><noinclude>[[Category:Template documentation|{{PAGENAME}}]]</noinclude>
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Template:Templatecategory
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==Using this category==
To put a template in '''Category:{{PAGENAME}}''':
* Use <code><nowiki><includeonly>[[Category:</nowiki>{{PAGENAME}}<nowiki>|{{PAGENAME}}]]</includeonly></nowiki></code> on the documentation page (see [[Template:Documentation]] for more info). The "<includeonly>" tags are necessary to prevent categorizing all pages using the template (and the documentation page) in the template category! Please also note the <tt style="border-bottom: 1px dotted; cursor: help;" title="Makes it sort on the actual template name rather than 'T' as in 'Template:'."><nowiki>|{{PAGENAME}}</nowiki></tt>.
* If your template is meant to be '''used in-line''', try and make sure that there are as few line feeds (breaks, whitespace, etc.) as possible.
* Remember that a template can be put in multiple categories if it belongs to them all!
* Or, if this is not quite the right category, go back to [[:Category:Templates]] and try to find a better suited subcategory.<noinclude>
{{documentation}}</noinclude>
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Template:Templatecategory/doc
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;Description
:This template is used in subcategories of [[:Category:Templates]].
;Syntax
:To use the template, type a short description of the template category followed by <code>{{t|templatecategory}}</code>.
<includeonly>[[Category:Category templates|{{PAGENAME}}]]</includeonly><noinclude>[[Category:Template documentation|{{PAGENAME}}]]</noinclude>
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Template:Tocright
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<div style="float:right; clear:{{{clear|right}}}; margin-bottom:.5em; padding:.5em 0 .8em 1.4em; background:transparent; max-width:20em;">__TOC__</div><noinclude>
{{documentation}}</noinclude>
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Template:Tocright/doc
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;Description
:This template will float the article's table of contents to the right. It will also force a ToC when/where it would not normally be found.
:Use it only when needed.
;Syntax
:Type <code>{{t|tocright}}</code>
<includeonly>[[Category:General wiki templates|{{PAGENAME}}]]</includeonly><noinclude>[[Category:Template documentation|{{PAGENAME}}]]</noinclude>
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Template:Unsigned
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<small>—Preceding unsigned comment added by [[User:{{{1}}}|{{{1}}}]] ([[User talk:{{{1}}}|talk]] • [[Special:Contributions/{{{1}}}|contribs]]) {{{2|}}}</small><noinclude>
{{documentation}}</noinclude>
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Template:Unsigned/doc
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;Description
:This is for use when users do not sign their posts in talk pages.
;Syntax
:Type <code>{{t|unsigned|username}}</code> where "username" is the name of the user who did not sign their post. You can also add the current date via a third parameter.
;Sample output
:<code><nowiki>{{unsigned|Default}}</nowiki></code> gives...
:{{{unsigned|Default}}
:<code><nowiki>{{unsigned|Default|~~~~~}}</nowiki></code> gives...
:{{{unsigned|Default|12:01, 01 January 2010 (UTC)}}
<includeonly>[[Category:General wiki templates|{{PAGENAME}}]]</includeonly><noinclude>[[Category:Template documentation|{{PAGENAME}}]]</noinclude>
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Template:WelcIP
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#REDIRECT [[template:welcomeIP]]
<!-- this shorter version is for people in a hurry -->
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Template:Welcome
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<h2>Hi there!</h2>
[[Image:Example.jpg|thumb|Welcome!]]
'''Welcome to our wiki, and thank you for your contributions! There's a lot to do around here, so I hope you'll stay with us and make many more improvements.'''
:'''[[Special:Recentchanges|Recent changes]]''' is a great first stop, because you can see what pages other people have been editing, and where you can help.
:'''Questions?''' You can ask at the [[Forum:Help desk|Help desk]] or on the [[Help:Talk pages|"discussion" page]] associated with each article, or post a message on [[User talk:{{{1}}}|my talk page]]!
:'''Need more help?''' The [[Project:Community Portal|Community Portal]] has an outline of the site and links to pages to help you learn how to edit.
:'''Please [[Special:UserLogin|sign in]] every time you edit''', so that we can recognise an established user.
I'm really happy to have you here, and look forward to working with you!
{{{2|}}}<noinclude>
{{documentation}}</noinclude>
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Template:Welcome/doc
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;Description
:To welcome a new contributor who has a user name, add this to the user's talk page.
:''For an "anonymous" contributor, you may wish to use {{t|welcomeIP}} instead.''
;Syntax
:Type <code><nowiki>{{subst:welcome|</nowiki>''Your user name''|''<nowiki>~~~~</nowiki>''}}</code> or <code><nowiki>{{subst:welcome|</nowiki>''Your user name''}}</code> on a user's talk page.
:Use the second version if you want to add a personal message after the template, but before your [[Help:Signature|signature]] (or if you have a complex signature).
:As soon as you Save, the entry will lose its link to the template and become ordinary text, which you can edit to personalise it.
==Further advice==
===Use of "subst:" prefix===
Using the prefix before any template name copies the template then cuts the connection. If you omit the "subst:" the result copies just the same but will not be editable and will always show the current version of the template - probably not a good idea for a one-off welcoming message, although it is useful for many other templates.
===Edit it to make it more specific to this wiki===
For example, it could say "Welcome to the '''<font color=blue>XYZWV Wiki</font>'''". You could add a link to a page you particularly want new users to look at. You could use the "upload file" link to add a new picture that is meaningful (or funny!) to your visitors, and change the code <nowiki>[[Image:Example.jpg]]</nowiki> to the name of your new picture.
===Make another one just for you to use===
On your user page you could create a link to something like <nowiki>[[Template:welcJG]]</nowiki> then make the resulting page a copy of [[Template:Welcome]] and modify it any way you like. Then you can type or paste <nowiki>{{subst:welcJG}}</nowiki> on a newcomer's page and not need further personalising.
===Auto sign===
You can get the template to automatically include the user's signature, but it will only work when it's substituted. If it's transcluded the four tildes will show. I guess you have to weigh up the advantages and disadvantages; you can easily include the subst: code in [[MediaWiki:Newarticletext]], but you run the risk of experienced users just transcluding it.
===PAGENAME===
A good idea is to include the <code><nowiki>{{PAGENAME}}</nowiki></code> magic word, that way the user feels like it's more of a personal welcome. This can be either directly transcluded, or substituted. There are problems with both options. For direct transclusion, the welcome will show the full pagename (e.g. User talk:Name/Archive2), if it's ever archived. For substitution, the whole template needs to be substituted for it to work. Otherwise, the pagename magic word will show. The same problem is faced as with auto signing; more experienced users are likely to just transclude it.
<includeonly>[[Category:General wiki templates|{{PAGENAME}}]]</includeonly><noinclude>[[Category:Template documentation|{{PAGENAME}}]]</noinclude>
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Template:WelcomeIP
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<h2>Hi there!</h2>
[[Image:Example.jpg|thumb|Welcome!]]
'''Welcome to this Wikia, and thank you for your contributions! [[Special:UserLogin|We invite you to log in and create a user name.]]'''
[[Help:Why create an account|Creating a user name]] is free and takes only a minute ''and'' it gives you greater '''anonymity''' if that is your wish. In addition, it is easier for other contributors to ask you questions and help you.
*Of course, we hope you continue to make contributions, even if not logged in.
*If you are new to Wikia or wikis in general, please visit the [[Project:Community Portal|Community portal]] for an outline of some of the main parts of the site and links to pages that show you how to edit.
*Discussion of any aspect of the site, and enquiries, can be made at the [[Forum:Index|Forum]] or on the [[Help:Talk pages|"discussion" page]] associated with each article. Please [[Help:Signature|sign and date]] your contributions there, so that readers know "who to talk to" and whether your message is probably still of current interest.
<noinclude>
{{documentation}}</noinclude>
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Template:WelcomeIP/doc
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;Description
:The above template is for adding to the [[help:Talk page|Talk page]] of any contributor who is identified only by an IP number.
:Note: as user IPs can change regularly, the earlier this is posted after the user's last edit, the better.
;Syntax
:Just type or paste <code><nowiki>{{subst:welcomeIP}}</nowiki></code> to the IP's talk page and add your timestamp (four tildes: <code><nowiki>~~~~</nowiki></code>) below it.
<includeonly>[[Category:General wiki templates|{{PAGENAME}}]]</includeonly><noinclude>[[Category:Template documentation|{{PAGENAME}}]]</noinclude>
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Template:Wikipedia
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{| align="center" border="0" cellpadding="3" cellspacing="3" style="border:1px solid #E0E0E0; background-color:#F8F8F8; color:#000; margin:0.5em auto;"
|-
| http://images.wikia.com/central/images/Smallwikipedialogo.png
| style="font-size:90%;" | This page uses content from [http://en.wikipedia.org '''Wikipedia''']. The original material was at [[Wikipedia:{{{1|{{FULLPAGENAME}}}}}|{{{1|{{FULLPAGENAME}}}}}]].<br/>The list of authors can be seen in the [http://en.wikipedia.org/w/index.php?title={{urlencode:{{{1|{{FULLPAGENAMEE}}}}}}}&action=history '''page history''']. As with [[Project:About|{{SITENAME}}]], the text of Wikipedia is available under the [[Wikia:Text of the GNU Free Documentation License|GNU Free Documentation License]].
|}<noinclude>
{{documentation}}</noinclude>
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3768
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Uberfuzzy
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update template per license change
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{| align=center border=0 cellpadding=3 cellspacing=3 style="border: 1px solid #E0E0E0; background-color: #F8F8F8; color:black;"
|-
| style="font-size: 90%" | This page uses [[w:Wikia:Licensing|Creative Commons Licensed]] content from [[Wikipedia:{{{1|{{FULLPAGENAME}}}}}|Wikipedia]] ([http://en.wikipedia.org/w/index.php?title={{urlencode:{{{1|{{FULLPAGENAME}}}}}}}&action=history view authors)].
| http://www.wikia.com/images/Smallwikipedialogo.png
|}<noinclude>
{{documentation}}</noinclude>
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Uberfuzzy
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wikitext
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{| align=center border=0 cellpadding=3 cellspacing=3 style="border: 1px solid #E0E0E0; background-color: #F8F8F8; color:black;"
|-
| style="font-size: 90%" | This page uses [[w:Wikia:Licensing|Creative Commons Licensed]] content from [[Wikipedia:{{{1|{{FULLPAGENAME}}}}}|Wikipedia]] ([http://en.wikipedia.org/w/index.php?title={{urlencode:{{{1|{{FULLPAGENAME}}}}}}}&action=history view authors)].
| http://images.wikia.com/www/images/Smallwikipedialogo.png
|}<noinclude>
{{documentation}}</noinclude>
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Template:Wikipedia-deleted
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{| align="center" border="0" cellpadding="3" cellspacing="3" style="border:1px solid #E0E0E0; background-color:#F8F8F8; color:#000; margin:0.5em auto;"
|-
| http://images.wikia.com/central/images/Smallwikipedialogo.png
| style="font-size: 90%" | This page uses content that was added to [http://en.wikipedia.org '''Wikipedia''']. The article has been deleted from Wikipedia. The original article was written by these Wikipedia users: {{{1}}}.<br/>As with this wiki ({{SITENAME}}), the text of Wikipedia is available under the [[Wikia:Text of the GNU Free Documentation License|GNU Free Documentation License]].
|}<noinclude>
{{documentation}}</noinclude>
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Template:Wikipedia-deleted/doc
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;Description
:Use this on pages which directly use [[wikipedia:|Wikipedia]] content (that has since been deleted from Wikipedia).
;Syntax
:Type <code>{{t|wikipedia-deleted|usernames}}</code> as the last item of the page text.
:Note that "<code>usernames</code>" should be the known user names of the main people who edited the article ''on Wikipedia''.
<includeonly>[[Category:General wiki templates|{{PAGENAME}}]]</includeonly><noinclude>[[Category:Template documentation|{{PAGENAME}}]]</noinclude>
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Template:Wikipedia/doc
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;Description
:Use this on pages which directly use [[wikipedia:|Wikipedia]] content.
;Syntax
:Type <code>{{t|wikipedia|page name}}</code> as the last item of the page text.
:Note that "<code>page name</code>" should be the title of the page ''on Wikipedia''.
<includeonly>[[Category:General wiki templates|{{PAGENAME}}]]</includeonly><noinclude>[[Category:Template documentation|{{PAGENAME}}]]</noinclude>
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Template talk:Infobox
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{{Infobox
|Box title = Info Title
|Image file = Example.jpg
|Image size = 125
|Row 1 title = Title row 1
|Row 1 info = Info row 1
|Row 2 title = Title row 2
|Row 2 info = Info row 2
|Row 3 title = Title row 3
|Row 3 info = Info row 3
|Row 4 title = Title row 4
|Row 4 info = Info row 4
|Row 5 title = Title row 5
|Row 5 info = Info row 5
|Row 6 title = Title row 6
|Row 6 info = Info row 6
|Row 7 title = Title row 7
|Row 7 info = Info row 7
|Row 8 title = Title row 8
|Row 8 info = Info row 8
|Row 9 title = Title row 9
|Row 9 info = Info row 9
|Row 10 title = Title row 10
|Row 10 info = Info row 10
}}
Complete Infobox:<br>
<code>'''<nowiki>{{</nowiki>Infobox'''<br />
'''|'''Box title = Info Title<br />
'''|'''Image file = sample.jpg<br />
'''|'''Image size = 125<br />
'''|'''Row 1 title = Title row 1<br />
'''|'''Row 1 info = Info row 1<br />
'''|'''Row 2 title = Title row 2<br />
'''|'''Row 2 info = Info row 2<br />
'''|'''Row 3 title = Title row 3<br />
'''|'''Row 3 info = Info row 3<br />
'''|'''Row 4 title = Title row 4<br />
'''|'''Row 4 info = Info row 4<br />
'''|'''Row 5 title = Title row 5<br />
'''|'''Row 5 info = Info row 5<br />
'''|'''Row 6 title = Title row 6<br />
'''|'''Row 6 info = Info row 6<br />
'''|'''Row 7 title = Title row 7<br />
'''|'''Row 7 info = Info row 7<br />
'''|'''Row 8 title = Title row 8<br />
'''|'''Row 8 info = Info row 8<br />
'''|'''Row 9 title = Title row 9<br />
'''|'''Row 9 info = Info row 9<br />
'''|'''Row 10 title = Title row 10<br />
'''|'''Row 10 info = Info row 10<br />
'''<nowiki>}}</nowiki>'''</code>
<br><br><br><br><br><br>
{{Infobox
|Box title = Info Title
|Row 1 title = Title row 1
|Row 1 info = Info row 1
|Row 2 title = Title row 2
|Row 2 info = Info row 2
|Row 3 title = Title row 3
|Row 3 info = Info row 3
|Row 4 title = Title row 4
|Row 4 info = Info row 4
|Row 5 title = Title row 5
|Row 5 info = Info row 5
|Row 6 title = Title row 6
|Row 6 info = Info row 6
|Row 7 title = Title row 7
|Row 7 info = Info row 7
|Row 8 title = Title row 8
|Row 8 info = Info row 8
|Row 9 title = Title row 9
|Row 9 info = Info row 9
|Row 10 title = Title row 10
|Row 10 info = Info row 10
}}
Infobox '''Image''' omitted :<br>
<code>'''<nowiki>{{</nowiki>Infobox'''<br />
'''|'''Box title = Info Title<br />
'''|'''Row 1 title = Title row 1<br />
'''|'''Row 1 info = Info row 1<br />
'''|'''Row 2 title = Title row 2<br />
'''|'''Row 2 info = Info row 2<br />
'''|'''Row 3 title = Title row 3<br />
'''|'''Row 3 info = Info row 3<br />
'''|'''Row 4 title = Title row 4<br />
'''|'''Row 4 info = Info row 4<br />
'''|'''Row 5 title = Title row 5<br />
'''|'''Row 5 info = Info row 5<br />
'''|'''Row 6 title = Title row 6<br />
'''|'''Row 6 info = Info row 6<br />
'''|'''Row 7 title = Title row 7<br />
'''|'''Row 7 info = Info row 7<br />
'''|'''Row 8 title = Title row 8<br />
'''|'''Row 8 info = Info row 8<br />
'''|'''Row 9 title = Title row 9<br />
'''|'''Row 9 info = Info row 9<br />
'''|'''Row 10 title = Title row 10<br />
'''|'''Row 10 info = Info row 10<br />
'''<nowiki>}}</nowiki>'''</code>
<br><br>
{{Infobox
|Box title = Info Title
|Row 1 title = Title row 1
|Row 1 info = Info row 1
|Row 2 title = Title row 2
|Row 2 info = Info row 2
|Row 3 title = Title row 3
|Row 3 info = Info row 3
}}
Infobox '''Image''' omitted and displaying only 3 rows of information:<br>
<code>'''<nowiki>{{</nowiki>Infobox'''<br />
'''|'''Box title = Info Title<br />
'''|'''Row 1 title = Title row 1<br />
'''|'''Row 1 info = Info row 1<br />
'''|'''Row 2 title = Title row 2<br />
'''|'''Row 2 info = Info row 2<br />
'''|'''Row 3 title = Title row 3<br />
'''|'''Row 3 info = Info row 3<br />
'''<nowiki>}}</nowiki>'''</code>
<br><br>
{{Infobox
|Box title = Info Title
|Row 1 title = Title row 1
|Row 1 info = Info row 1
|Row 2 title = Title row 2
|Row 2 info = Info row 2
|Row 3 title = Title row 3
|Row 3 info = Info row 3
|Row 4 info = Info row 4
|Row 5 title = Title row 5
|Row 5 info = Info row 5
|Row 6 title = Title row 6
|Row 6 info = Info row 6
}}
Infobox '''Image''' and '''title row 4''' omited:<br>
Result: Row 4, 5, and 6 will not be displayed.<br>
<code>'''<nowiki>{{</nowiki>Infobox'''<br />
'''|'''Box title = Info Title<br />
'''|'''Row 1 title = Title row 1<br />
'''|'''Row 1 info = Info row 1<br />
'''|'''Row 2 title = Title row 2<br />
'''|'''Row 2 info = Info row 2<br />
'''|'''Row 3 title = Title row 3<br />
'''|'''Row 3 info = Info row 3<br />
'''|'''Row 4 info = Info row 4<br />
'''|'''Row 5 title = Title row 5<br />
'''|'''Row 5 info = Info row 5<br />
'''|'''Row 6 title = Title row 6<br />
'''|'''Row 6 info = Info row 6<br />
'''<nowiki>}}</nowiki>'''</code>
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Template talk:T
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== Examples ==
<code><nowiki>{{t|Welcome}}</nowiki></code>
:{{t|Welcome}}
<code><nowiki>{{t|Welcome|Item1|Item2|Item3|Item4|Item5|...}}</nowiki></code>
:{{t|Welcome|Item1|Item2|Item3|Item4|Item5|...}}
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Template talk:Welcome
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==How to use the template==
Just type or copy the text <nowiki>{{subst:welcome|YourUsername |~~~~}}</nowiki> onto a user's Talk page then add your signature. As soon as you Save, the entry will lose its link to the template and become ordinary text, which you can edit to personalise it.
==Use of "subst:" prefix==
Using the prefix before any template name copies the template then cuts the connection. If you omit the "subst:" the result copies just the same but will not be editable and will always show the current version of the template - probably not a good idea for a one-off welcoming message, although it is useful for many other templates.
==Edit it to make it more specific to this wiki==
For example, it could say "Welcome to the '''<font color=blue>XYZWV Wiki</font>'''". You could add a link to a page you particularly want new users to look at. You could use the "upload file" link to add a new picture that is meaningful (or funny!) to your visitors, and change the code <nowiki>[[Image:Example.jpg]]</nowiki> to the name of your new picture.
==Make another one just for you to use==
On your user page you could create a link to something like <nowiki>[[template:welcJG]]</nowiki> then make the resulting page a copy of [[template:welcome]] and modify it any way you like. Then you can type or paste <nowiki>{{subst:welcJG}}</nowiki> on a newcomer's page and not need further personalising.
== Auto sign ==
You can get the template to automatically include the user's signature, but it will only work when it's substituted. If it's transcluded the four tildes will show. I guess you have to weigh up the advantages and disadvantages; you can easily include the subst: code in [[MediaWiki:Newarticletext]], but you run the risk of experienced users just transcluding it.
== PAGENAME ==
A good idea is to include the <nowiki>{{PAGENAME}}</nowiki> magic word, that way the user feels like it's more of a personal welcome. This can be either directly transcluded, or substituted. There are problems with both options. For direct transclusion, the welcome will show the full pagename (e.g. User talk:Name/Archive2), if it's ever archived. For substitution, the whole template needs to be substituted for it to work. Otherwise, the pagename magic word will show. The same problem is faced as with auto signing; more experienced users are likely to just transclude it.
[[Category:Help]]
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Category:Article management templates
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Templates to aid in '''article management'''.
{{Templatecategory}}
[[Category:Templates]]
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Category:Article stubs
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This category lists '''stub articles''' on this wiki.
A stub is a short article that can be expanded with more information on a subject by any user. To mark an article as a "stub" add the code {{t|stub}} to the end of any article.
[[Category:Site maintenance]]
[[Category:Content]]
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Category:BlogListingPage
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Category:BlogListingPage
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__HIDDENCAT__
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Category:Browse
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This is our top-level category; looking at it another way, it is the root category.
Ideally, every other category should be a subcategory of at least one other, and every article should be in at least one category; many will fit well into two or more (e.g. location, year, and subject-matter).
The "Content" category is intended for all articles about the subject matter of the wiki, whilst "Organisation" is intended for all administrative matters. A full list of existing categories can be found at [[Special:Categories]].
To add a new category to a page, just add <code><nowiki>[[Category:Categoryname]]</nowiki></code> to the end of the article or existing category page.
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Category:Candidates for deletion
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Articles in this category have been labelled for deletion. If you wish to discuss the deletion of these pages, please use the [[Category talk:Candidates for deletion|talk page]].
To add a page to this category, type {{t|delete}} on the page.
[[Category:Site maintenance]]
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Category:Candidates for speedy deletion
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There are a few, special cases that {{SITENAME}} speedily deletes articles or files "on sight". This page lists articles using the {{t|speedydelete}} template. Before speedily deleting an article, ensure that it meets the [[Project:Candidates for speedy deletion|criteria for speedy deletion]]. For any discussion of pages listed for speedy deletion, please use the talk page of the article in question.
Deleted articles are automatically listed in the [[Special:Log/delete|deletion log]].
See also [[:Category:Pages proposed for deletion]].
[[Category:Site maintenance]]
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Category:Category templates
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Templates used on category pages.
{{Templatecategory}}
[[Category:Templates]]
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Category:Community
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This category may include pages and subcategories related to the active contributors to the site, as seen on [[Special:ListUsers]].
[[Category:Organization]]
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Category:Content
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This area of the site is for articles regarding the subject of the wiki. Add your own subcategories to this area, and endeavour to categorise all content somewhere under here.
{{category}}
[[Category:Browse]]
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Category:Copyright
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Category can include subcategories and articles that have copyright implications. See also [[:Category:Policy]].
[[Category:Organization]]
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Category:Disambiguations
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This category contains [[Help:Disambiguation|disambiguation]] pages — navigational aids which list other pages that might otherwise share the same title. If an internal link referred you to one of these pages, you might want to go back and fix it to point directly to the intended page.
'''Pages may be included in this category by the addition of the template {{t|disambig}} just before the list of similarly-named pages.'''
[[Category:Site maintenance]]
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Category:Files
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'''Images''' and other types of '''file''' on {{SITENAME}}.
[[Category:browse]]
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Category:Forums
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The category is for pages relating to the [[Forum:Index|Forum]].
[[Category:Organization]]
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Category:General wiki templates
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General wiki templates. Templates in this category will likely have a description on the [[Project:Templates|templates project page]]. If not, they probably deserve one.
{{Templatecategory}}
[[Category:Templates]]
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Category:Help
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'''For a full list of help pages, see [[Help:Contents]],''' which includes non-local help pages, automatically transcluded from [[w:c:help|Wikia Help]].
===About this category===
This category is intended to contain all the '''local''' "help" pages for this Wikia: pages that can help contributors and/or readers. If you find helpful pages that you think should be here, you may include them here just by typing <nowiki>[[Category:Help]]</nowiki> on them.
Most, but not all, have "Help:" at the beginning of their page names and are therefore in the "Help" namespace; an automatically-generated list of those can be found at [[Special:AllPages]] by running down the "Namespace" menu.
===Getting more help===
You can also:
* Ask questions at the local [[Forum:Index|forum]].
* Talk to one of the [[Special:ListUsers/sysop|site administrators]] or any currently active contributor (the people whose names appear on [[Special:RecentChanges|the "Recent changes" page]]); use their user talk pages.
* If you can't find what you need on this wiki, you can seek help at the [[w:|Central Wikia]], especially at the [[w:Forum:Index|Central forum]].
If you still need help, you may want to contact the [[w:Community Team|Wikia Community Team]].
[[Category:Organization]]
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Category:Help desk
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This is a list of topics from [[Forum:Help desk]].
For other sources of help, please see [[:Category:Help]].
[[Category:Forums]] [[category:help]]
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Category:Image wiki templates
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Wiki templates used for image-related purposes.
{{Templatecategory}}
[[Category:Templates]]
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Category:Images
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'''Images''' on {{SITENAME}}.
{{imagecategory}}
Gallery example:
<gallery>
Image:Example.jpg|Example 1
Image:Example.jpg|Example 2
Image:Example.jpg|Example 3
</gallery>
[[Category:Files]]
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Category:Infobox templates
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A listing of wiki infobox templates.
{{Templatecategory}}
[[Category:Templates]]
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Category:Organisation
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#REDIRECT [[:Category:Organization]]
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Category:Organization
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The area of the site for subcategories and other pages about the wiki's organization, administration, and maintenance.
[[Category:Browse]]
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Category:Pages proposed for deletion
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__NOGALLERY__
These pages have been proposed for deletion. Reasons for the deletion are shown on the pages below, or discussed on their talk pages.
See also [[:Category:Candidates for speedy deletion]].
[[Category:Site administration]]
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Category:Pages with broken file links
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Hide 'Pages with broken file links' category, see [http://www.mediawiki.org/wiki/Help:Tracking_categories]
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__HIDDENCAT__
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Category:Policy
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This is a list of policy pages for this Wikia. Please also see [[:Category:Help]], and the policy pages on the [[Wikia:Category:Policy|Central Wikia]].
[[Category:Organization]]
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Category:Site administration
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Content regarding the administration of this site.
[[Category:Organization|Administration]]
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Category:Site maintenance
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This category includes matters that should be examined from time to time by contributors concerned with maintaining and enhancing the quality of this wiki. There may be errors or omissions that need fixing, or pages that clearly need improvement.
Whenever there is nothing more to attend to in subcategories or articles below, such contributors are urged to look at:
*'''[[Forum:Help desk]]'''
*[[Project:Community Portal|The community portal]]
*[[Special:Log/protect]]
*[[Special:BrokenRedirects]]
*[[Special:DoubleRedirects]]
*[[Special:Uncategorizedcategories]]
*[[Special:Uncategorizedimages]]
*[[Special:Uncategorizedpages]]
*[[Special:Wantedcategories]]
[[Category:Organization|Maintenance]]
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Category:Template documentation
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This category should contain all '''template documentation pages'''. See [[Template:Documentation]] for more details.
[[Category:Templates| Documentation]]
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Category:Templates
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This is the base category for '''templates'''. Templates should be placed in appropriate subcategories.
See [[Project:Templates]] for collated information on templates.
[[Category:Organization]]
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Category:Watercooler
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This is a list of topics from the [[Forum:Watercooler|Watercooler]].
[[Category:Forums]]
[[Category:community]]
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Category talk:Candidates for deletion
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'''''Please use this page to discuss pages that have been labelled for deletion.'''''
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Category talk:Candidates for speedy deletion
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'''''Please use this page to discuss pages that have been labelled for speedy deletion.'''''
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Forum:Help desk
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<div class="forumheader">'''Forums:''' [[Forum:Index|Index]] > {{PAGENAME}}</div><br />
Welcome to the help desk. This is a place to ask for help from other members of this Wikia's community. To add a new topic, please type the title in the box below then click "Add new topic".
For other sources of help, please see the [[:Category:Help|help category]].
[[Special:Recentchangeslinked/Category:{{PAGENAME}}|View recent changes for this forum]] | [[:Category:{{PAGENAME}}|View alphabetic list of topics]]
----
<table width="100%"><tr><td><!-- You could create (or transclude) a forum header here --></td><td width="50%"><createbox>
break=no
prefix=Forum:
preload=Template:Forumheader/{{PAGENAME}}
buttonlabel=Add new topic
</createbox></td></tr></table>
<table class="forumlist" width="100%"><tr><th class="forum_title" align="left">Topic</th><th class="forum_edited" align="left">Last Edit</th><th class="forum_editor" align="left">Last Author</th></tr>
<forum>
namespace=Forum
category={{PAGENAME}}
shownamespace=false
addlasteditor=true
historylink=true
cache=false
</forum></table>
[[Category:Forums| Help desk]] [[category:help| Forum:Help desk]]
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Forum:Index
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Welcome to the {{SITENAME}} forum! This forum can be used by members of this community to discuss topics related to their wiki. Some communities prefer to use the [[Project talk:Community Portal|Community Portal]] instead for wiki discussions; it's up to you.
:''Notes: You may have to [{{fullurl:{{FULLPAGENAME}}|action=purge}} purge] this page to see changes; for more explanation and how to set up new forums, see [[Help:Forums]].''
<table class="forumlist" width="100%"><tr><th class="forum_title" align="left">Forum</th><th class="forum_edited" align="left">Last Edit</th><th class="forum_editor" align="left">Last Author</th></tr>
<forum>
namespace=Forum
category=Help desk
title=Forum:Help desk
shownamespace=false
addlasteditor=true
</forum>
<forum>
namespace=Forum
category=Watercooler
title=Forum:Watercooler
shownamespace=false
addlasteditor=true
</forum>
</table>
[[Category:Forums|*]]
[[Category:Help|Forums]]
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Forum:Watercooler
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<div class="forumheader">'''Forums:''' [[Forum:Index|Index]] > {{PAGENAME}}</div><br />
Welcome to the Watercooler. This is a place for community discussion about this Wikia. To add a new topic, please type the title in the box below and click "Add new topic". You can include forum pages in categories as for other pages.
[[Special:Recentchangeslinked/Category:{{PAGENAME}}|View recent changes for this forum]] | [[:Category:{{PAGENAME}}|View alphabetic list of topics]]
----
<table width="100%"><tr><td><!-- You could create (or transclude) a forum header here --></td><td width="50%"><createbox>
break=no
prefix=Forum:
preload=Template:Forumheader/{{PAGENAME}}
buttonlabel=Add new topic
</createbox></td></tr></table>
<table class="forumlist" width="100%"><tr><th class="forum_title" align="left">Topic</th><th class="forum_edited" align="left">Last Edit</th><th class="forum_editor" align="left">Last Author</th></tr>
<forum>
namespace=Forum
category={{PAGENAME}}
shownamespace=false
addlasteditor=true
historylink=true
cache=false
</forum></table>
[[Category:Forums]]
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Forum:Welcome to the help desk
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{{Forumheader|Help desk}}
<!-- Please put your content under this line. Be sure to sign your edits with four tildes: ~~~~ -->
Welcome to the {{SITENAME}} help desk. This is the place to ask for help with anything related to the wiki. There are more help pages in [[:Category:Help]] or you can also ask questions on the talk pages of any of the [[Special:ListUsers/sysop|site admins]].
See [[Help:Forums]] for more on how forums work and how to add new forums to the [[Forum:Index|index]].
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Forum:Welcome to the watercooler
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{{Forumheader|Watercooler}}
<!-- Please put your content under this line. Be sure to sign your edits with four tildes ~~~~ -->
Welcome to the {{SITENAME}} watercooler. This is a place to discuss anything about this wiki - how you use it is up to this community! You can discuss the subject of the wiki, or just the wiki itself, or even add an off-topic area. See [[Help:Forums]] for more on how forums work and how to add new forums to the [[Forum:Index|index]].
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Blog:Recent posts
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create default blog list page
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<bloglist summary="true" timestamp="true" count=50>
<type>plain</type>
<order>date</order>
</bloglist>
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